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; }