#nullable enable
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Mobs.Speech
{
/// <summary>
/// Component required for entities to be able to speak.
/// </summary>
[RegisterComponent]
public class SharedSpeechComponent : Component, IActionBlocker
public override string Name => "Speech";
[DataField("enabled")]
private bool _enabled = true;
public bool Enabled
get => _enabled;
set
if (_enabled == value) return;
_enabled = value;
Dirty();
}
bool IActionBlocker.CanSpeak() => Enabled;