using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Radio.Components; /// /// Handles intercom ui and is authoritative on the channels an intercom can access. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)] public sealed partial class IntercomComponent : Component { /// /// Does this intercom require power to function /// [DataField] public bool RequiresPower = true; [DataField, AutoNetworkedField] public bool SpeakerEnabled; [DataField, AutoNetworkedField] public bool MicrophoneEnabled; [DataField, AutoNetworkedField] public ProtoId? CurrentChannel; /// /// The list of radio channel prototypes this intercom can choose between. /// [DataField, AutoNetworkedField] public List> SupportedChannels = new(); }