* Arrivals * More arrivals and shitty uhh preload * cvar * a * clockin + maps * shitter prevention * Placement * a * cvar for tests and dev * weh
22 lines
861 B
C#
22 lines
861 B
C#
using Content.Shared.Maps;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
|
|
|
|
namespace Content.Shared.Tiles
|
|
{
|
|
/// <summary>
|
|
/// This gives items floor tile behavior, but it doesn't have to be a literal floor tile.
|
|
/// A lot of materials use this too. Note that the AfterInteract will fail without a stack component on the item.
|
|
/// </summary>
|
|
[RegisterComponent, NetworkedComponent]
|
|
public sealed class FloorTileComponent : Component
|
|
{
|
|
[DataField("outputs", customTypeSerializer: typeof(PrototypeIdListSerializer<ContentTileDefinition>))]
|
|
public List<string>? OutputTiles;
|
|
|
|
[DataField("placeTileSound")]
|
|
public SoundSpecifier PlaceTileSound = new SoundPathSpecifier("/Audio/Items/genhit.ogg");
|
|
}
|
|
}
|