using Robust.Shared.Audio; using Content.Shared.Inventory; namespace Content.Shared.Movement.Events; /// /// Raised directed on an entity when trying to get a relevant footstep sound /// [ByRefEvent] public record struct GetFootstepSoundEvent(EntityUid User) { public readonly EntityUid User = User; /// /// Set the sound to specify a footstep sound and mark as handled. /// public SoundSpecifier? Sound; } public record struct MakeFootstepSoundEvent : IInventoryRelayEvent { public SlotFlags TargetSlots => SlotFlags.WITHOUT_POCKET; }