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;
}