using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared.Weapons.Hitscan.Components; /// /// System or basic "effects" like sounds and hit markers for hitscans. /// [RegisterComponent, NetworkedComponent] public sealed partial class HitscanBasicEffectsComponent : Component { /// /// This will turn hit entities this color briefly. /// [DataField] public Color? HitColor = Color.Red; /// /// Sound that plays upon the thing being hit. /// [DataField] public SoundSpecifier? Sound; /// /// Force the hitscan sound to play rather than playing the entity's override sound (if it exists). /// [DataField] public bool ForceSound; }