using Content.Shared.Whitelist; using Robust.Shared.Audio; // // Locks an item to only be used in melee by entities with a specific component. // namespace Content.Shared._EE.Items; [RegisterComponent] public sealed partial class RestrictedMeleeComponent : Component { [DataField] public EntityWhitelist? Whitelist; [DataField] public TimeSpan KnockdownDuration = TimeSpan.FromSeconds(2); [DataField] public string FailText { get; set; } = "restricted-melee-component-attack-fail-too-large"; [DataField] public bool DoKnockdown = true; [DataField] public bool ForceDrop = true; [DataField] public SoundSpecifier FallSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg"); }