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;
}