6
2026-01-24 12:49:55 +03:00

49 lines
1.2 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Toilet.Components
{
/// <summary>
/// Toilets that can be flushed, seats toggled up and down, items hidden in cistern.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ToiletComponent : Component
{
/// <summary>
/// Toggles seat state.
/// </summary>
[DataField, AutoNetworkedField]
public bool ToggleSeat;
/// <summary>
/// Sound to play when toggling toilet seat.
/// </summary>
[DataField]
public SoundSpecifier SeatSound = new SoundPathSpecifier("/Audio/Effects/toilet_seat_down.ogg");
// Frontier: clog probability
/// <summary>
/// Sound to play when toggling toilet seat.
/// </summary>
[DataField]
public float ClogProbability = 0.0f;
// End Frontier
}
[Serializable, NetSerializable]
public enum ToiletVisuals : byte
{
SeatVisualState,
}
[Serializable, NetSerializable]
public enum SeatVisualState : byte
{
SeatUp,
SeatDown
}
}