using Content.Shared.Radio; using Robust.Shared.Audio; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Shipyard; /// /// Component for the shipyard console. /// [RegisterComponent, NetworkedComponent, Access(typeof(SharedShipyardConsoleSystem))] public sealed partial class ShipyardConsoleComponent : Component { /// /// Sound played when the ship can't be bought for any reason. /// [DataField] public SoundSpecifier DenySound = new SoundPathSpecifier("/Audio/Effects/Cargo/buzz_sigh.ogg"); /// /// Sound played when a ship is purchased. /// [DataField] public SoundSpecifier ConfirmSound = new SoundPathSpecifier("/Audio/Effects/Cargo/ping.ogg"); /// /// Radio channel to send the purchase announcement to. /// [DataField] public ProtoId Channel = "Command"; }