using Robust.Shared.Audio; using Robust.Shared.GameStates; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared.Morgue.Components; /// /// When added to an entity storage this component will keep track of the mind status of the player inside. /// [RegisterComponent, NetworkedComponent] [AutoGenerateComponentState, AutoGenerateComponentPause] public sealed partial class MorgueComponent : Component { /// /// Whether or not the morgue beeps if a living player is inside. /// [DataField, AutoNetworkedField] public bool DoSoulBeep = true; /// /// The timestamp for the next beep. /// [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))] [AutoPausedField] public TimeSpan NextBeep = TimeSpan.Zero; /// /// The amount of time between each beep. /// [DataField] public TimeSpan BeepTime = TimeSpan.FromSeconds(10); /// /// The beep sound to play. /// [DataField] public SoundSpecifier OccupantHasSoulAlarmSound = new SoundPathSpecifier("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg"); }