using Content.Shared.Sound; using Robust.Shared.GameStates; namespace Content.Shared.Standing { [Access(typeof(StandingStateSystem))] [RegisterComponent, NetworkedComponent] public sealed class StandingStateComponent : Component { [ViewVariables(VVAccess.ReadWrite)] [DataField("downSound")] public SoundSpecifier DownSound { get; } = new SoundCollectionSpecifier("BodyFall"); [DataField("standing")] 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("changedFixtures")] public List ChangedFixtures = new(); } }