using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Content.Shared.Random;
using Robust.Shared.Prototypes;
namespace Content.Shared.Plunger.Components
{
///
/// Entity can interact with plungers.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class PlungerUseComponent : Component
{
///
/// If true entity has been plungered.
///
[DataField]
[AutoNetworkedField]
public bool Plunged;
///
/// If true entity can interact with plunger.
///
[DataField]
[AutoNetworkedField]
public bool NeedsPlunger = false;
///
/// A weighted random entity prototype containing the different loot that rummaging can provide.
///
[DataField]
[AutoNetworkedField]
public ProtoId PlungerLoot = "PlungerLoot";
///
/// Sound played on rummage completion.
///
[DataField]
public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Effects/Fluids/glug.ogg");
}
}