using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.Sound.Components;
///
/// Simple sound emitter that emits sound on AfterActivatableUIOpenEvent
///
[RegisterComponent, NetworkedComponent]
public sealed partial class EmitSoundOnUIOpenComponent : BaseEmitSoundComponent
{
///
/// Blacklist for making the sound not play if certain entities open the UI
///
[DataField]
public EntityWhitelist Blacklist = new();
}