using Content.Shared.Dataset; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Trigger.Components.Effects; /// /// Makes the entity speak a message when triggered. /// If TargetUser is true then they will be forced to speak instead. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class SpeakOnTriggerComponent : BaseXOnTriggerComponent { /// /// The text to speak. This has priority over Pack. /// [DataField] public LocId? Text; /// /// The identifier for the dataset prototype containing messages to be spoken by this entity. /// The spoken text will be picked randomly from it. /// [DataField] public ProtoId? Pack; }