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; }