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- using Robust.Shared.Audio;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Weapons.Ranged.Components;
- /// <summary>
- /// Plays a sound when its non-hard fixture collides with a player.
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class FlyBySoundComponent : Component
- {
- /// <summary>
- /// Probability that the sound plays
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField("prob")]
- public float Prob = 0.10f;
- [ViewVariables(VVAccess.ReadWrite), DataField("sound")]
- [AutoNetworkedField]
- public SoundSpecifier Sound = new SoundCollectionSpecifier("BulletMiss")
- {
- Params = AudioParams.Default,
- };
- [DataField("range")]
- [AutoNetworkedField]
- public float Range = 1.5f;
- }
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