using Content.Shared.Speech.EntitySystems;
using Robust.Shared.GameStates;
namespace Content.Shared.Speech.Components;
///
/// Action components which should write a message to ICChat on use
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedSpeakOnActionSystem))]
public sealed partial class SpeakOnActionComponent : Component
{
///
/// The ftl id of the sentence that the user will speak.
///
[DataField, AutoNetworkedField]
public LocId? Sentence;
}