using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared.Chasm; /// /// Marks a component that will cause entities to fall into them on a step trigger activation /// [NetworkedComponent, RegisterComponent, Access(typeof(ChasmSystem))] public sealed class ChasmComponent : Component { /// /// Sound that should be played when an entity falls into the chasm /// [DataField("fallingSound")] public SoundSpecifier FallingSound = new SoundPathSpecifier("/Audio/Effects/falling.ogg"); }