using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Nutrition.Components;
[Obsolete("Migration to Content.Shared.Nutrition.Components.EdibleComponent is required")]
[NetworkedComponent, AutoGenerateComponentState]
[RegisterComponent, Access(typeof(SharedDrinkSystem))]
public sealed partial class DrinkComponent : Component
{
[DataField]
public string Solution = "drink";
[DataField, AutoNetworkedField]
public SoundSpecifier UseSound = new SoundPathSpecifier("/Audio/Items/drink.ogg");
[DataField, AutoNetworkedField]
public FixedPoint2 TransferAmount = FixedPoint2.New(5);
///
/// How long it takes to drink this yourself.
///
[DataField, AutoNetworkedField]
public float Delay = 1;
///
/// If true, trying to drink when empty will not handle the event.
/// This means other systems such as equipping on use can run.
/// Example usecase is the bucket.
///
[DataField]
public bool IgnoreEmpty;
///
/// This is how many seconds it takes to force feed someone this drink.
///
[DataField, AutoNetworkedField]
public float ForceFeedDelay = 3;
}