using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Lock;
///
/// This is used for activatable UIs that require the entity to have a lock in a certain state.
///
[RegisterComponent, NetworkedComponent, Access(typeof(LockSystem))]
public sealed partial class ActivatableUIRequiresLockComponent : Component
{
///
/// TRUE: the lock must be locked to access the UI.
/// FALSE: the lock must be unlocked to access the UI.
///
[DataField]
public bool RequireLocked;
///
/// Sound to be played if an attempt is blocked.
///
[DataField]
public SoundSpecifier? AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg");
}