using Robust.Shared.GameStates; namespace Content.Shared.Sound.Components; /// /// Simple sound emitter that emits sound on ActivateInWorld /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class EmitSoundOnActivateComponent : BaseEmitSoundComponent { /// /// Whether or not to mark an interaction as handled after playing the sound. Useful if this component is /// used to play sound for some other component with activation functionality. /// /// /// If false, you should be confident that the interaction will also be handled by some other system, as /// otherwise this might enable sound spamming, as use-delays are only initiated if the interaction was /// handled. /// [DataField] public bool Handle = true; }