using Content.Shared.Dataset;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Makes the entity speak a message when triggered.
/// If TargetUser is true then they will be forced to speak instead.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SpeakOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// The text to speak. This has priority over Pack.
///
[DataField]
public LocId? Text;
///
/// The identifier for the dataset prototype containing messages to be spoken by this entity.
/// The spoken text will be picked randomly from it.
///
[DataField]
public ProtoId? Pack;
}