using Content.Shared.Mobs; using Content.Shared.Radio; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Trigger.Components.Effects; /// /// Sends an emergency message over coms when triggered giving information about the entity's mob status. /// If TargetUser is true then the user's mob state will be used instead. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class RattleOnTriggerComponent : BaseXOnTriggerComponent { /// /// The radio channel the message will be sent to. /// [DataField] public ProtoId RadioChannel = "Syndicate"; /// /// The message to be send depending on the target's current mob state. /// [DataField] public Dictionary Messages = new() { {MobState.Critical, "rattle-on-trigger-critical-message"}, {MobState.Dead, "rattle-on-trigger-dead-message"} }; }