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),
};
}
}