using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Movement.Components; /// /// Exists just to listen to a single event. What a life. /// [NetworkedComponent, RegisterComponent] // must be networked to properly predict adding & removal public sealed partial class SpeedModifiedByContactComponent : Component { } [NetworkedComponent, RegisterComponent] // ditto but for friction public sealed partial class FrictionModifiedByContactComponent : Component { }