using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Ranged.Components;
///
/// Plays a sound when its non-hard fixture collides with a player.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FlyBySoundComponent : Component
{
///
/// Probability that the sound plays
///
[ViewVariables(VVAccess.ReadWrite), DataField("prob")]
public float Prob = 0.10f;
[ViewVariables(VVAccess.ReadWrite), DataField("sound")]
[AutoNetworkedField]
public SoundSpecifier Sound = new SoundCollectionSpecifier("BulletMiss")
{
Params = AudioParams.Default,
};
[DataField("range")]
[AutoNetworkedField]
public float Range = 1.5f;
}