6
2025-08-05 10:00:54 +03:00

43 lines
1.2 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Content.Shared.Random;
using Robust.Shared.Prototypes;
namespace Content.Shared.Plunger.Components
{
/// <summary>
/// Entity can interact with plungers.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class PlungerUseComponent : Component
{
/// <summary>
/// If true entity has been plungered.
/// </summary>
[DataField]
[AutoNetworkedField]
public bool Plunged;
/// <summary>
/// If true entity can interact with plunger.
/// </summary>
[DataField]
[AutoNetworkedField]
public bool NeedsPlunger = false;
/// <summary>
/// A weighted random entity prototype containing the different loot that rummaging can provide.
/// </summary>
[DataField]
[AutoNetworkedField]
public ProtoId<WeightedRandomEntityPrototype> PlungerLoot = "PlungerLoot";
/// <summary>
/// Sound played on rummage completion.
/// </summary>
[DataField]
public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
}
}