using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Standing
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(StandingStateSystem))]
public sealed partial class StandingStateComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public SoundSpecifier DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
[DataField, AutoNetworkedField]
public bool Standing { get; set; } = true;
///
/// List of fixtures that had their collision mask changed when the entity was downed.
/// Required for re-adding the collision mask.
///
[DataField, AutoNetworkedField(true)]
public List ChangedFixtures = new();
}
}