using Content.Shared.Maps; using Robust.Shared.Audio; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Tiles { /// /// This gives items floor tile behavior, but it doesn't have to be a literal floor tile. /// A lot of materials use this too. Note that the AfterInteract will fail without a stack component on the item. /// [RegisterComponent, NetworkedComponent] public sealed partial class FloorTileComponent : Component { [DataField] public List>? Outputs; [DataField("placeTileSound")] public SoundSpecifier PlaceTileSound = new SoundPathSpecifier("/Audio/Items/genhit.ogg") { Params = AudioParams.Default.WithVariation(0.125f), }; } }