using Content.Shared.Whitelist; using Robust.Shared.GameStates; namespace Content.Shared.Sound.Components; /// /// Simple sound emitter that emits sound on AfterActivatableUIOpenEvent /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class EmitSoundOnUIOpenComponent : BaseEmitSoundComponent { /// /// Blacklist for making the sound not play if certain entities open the UI /// [DataField] public EntityWhitelist Blacklist = new(); }