using Robust.Shared.GameStates;
namespace Content.Shared.Slippery;
///
/// Applies continuous movement to the attached entity when colliding with super slipper entities.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SlidingComponent : Component
{
///
/// The friction modifier that will be applied to any friction calculations.
///
[DataField, AutoNetworkedField]
public float FrictionModifier;
///
/// Hashset of contacting entities.
///
[DataField]
public HashSet Contacting = new();
}