using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Effects; /// /// Randomly teleports the entity when triggered. /// If TargetUser is true the user will be teleported instead. /// Used for scram implants. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class ScramOnTriggerComponent : BaseXOnTriggerComponent { /// /// Up to how far to teleport the entity. /// [DataField, AutoNetworkedField] public float TeleportRadius = 100f; /// /// the sound to play when teleporting. /// [DataField, AutoNetworkedField] public SoundSpecifier TeleportSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg"); }