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;
}