using Content.Shared.Clothing; using Robust.Shared.GameStates; namespace Content.Shared.Item; /// /// This is used for items that change your speed when they are held. /// /// /// This is separate from because things like boots increase/decrease speed when worn, but /// shouldn't do that when just held in hand. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(HeldSpeedModifierSystem))] public sealed partial class HeldSpeedModifierComponent : Component { /// /// A multiplier applied to the walk speed. /// [DataField] [ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public float WalkModifier = 1.0f; /// /// A multiplier applied to the sprint speed. /// [DataField] [ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public float SprintModifier = 1.0f; /// /// If true, values from will attempted to be used before the ones in this component. /// [DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public bool MirrorClothingModifier = true; }