using Robust.Shared.GameStates;
namespace Content.Shared.Sound.Components
{
///
/// Simple sound emitter that emits sound on ActivateInWorld
///
[RegisterComponent, NetworkedComponent]
public sealed class EmitSoundOnActivateComponent : BaseEmitSoundComponent
{
///
/// Whether or not to mark an interaction as handled after playing the sound. Useful if this component is
/// used to play sound for some other component with activation functionality.
///
///
/// If false, you should be confident that the interaction will also be handled by some other system, as
/// otherwise this might enable sound spamming, as use-delays are only initiated if the interaction was
/// handled.
///
[DataField("handle")]
public bool Handle = true;
}
}