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- using Robust.Shared.Audio;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Chasm;
- /// <summary>
- /// Marks a component that will cause entities to fall into them on a step trigger activation
- /// </summary>
- [NetworkedComponent, RegisterComponent, Access(typeof(ChasmSystem))]
- public sealed partial class ChasmComponent : Component
- {
- /// <summary>
- /// Sound that should be played when an entity falls into the chasm
- /// </summary>
- [DataField("fallingSound")]
- public SoundSpecifier FallingSound = new SoundPathSpecifier("/Audio/Effects/falling.ogg");
- }
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