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");
}