using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared.Morgue.Components; [RegisterComponent, NetworkedComponent] public sealed partial class MorgueComponent : Component { /// /// Whether or not the morgue beeps if a living player is inside. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("doSoulBeep")] public bool DoSoulBeep = true; [ViewVariables] public float AccumulatedFrameTime = 0f; /// /// The amount of time between each beep. /// [ViewVariables] public float BeepTime = 10f; [DataField("occupantHasSoulAlarmSound")] public SoundSpecifier OccupantHasSoulAlarmSound = new SoundPathSpecifier("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg"); }