namespace Content.Shared.Revenant.Components;
///
/// Makes the target solid, visible, and applies a slowdown.
/// Meant to be used in conjunction with statusEffectSystem
///
[RegisterComponent]
public sealed partial class CorporealComponent : Component
{
///
/// The debuff applied when the component is present.
///
[ViewVariables(VVAccess.ReadWrite)]
public float MovementSpeedDebuff = 0.66f;
}