#nullable enable using Content.Shared.GameObjects.Components.Movement; using Robust.Shared.GameObjects; namespace Content.Client.GameObjects.Components.Movement { [RegisterComponent] [ComponentReference(typeof(SharedSlipperyComponent))] public class SlipperyComponent : SharedSlipperyComponent { public override void HandleComponentState(ComponentState? curState, ComponentState? nextState) { base.HandleComponentState(curState, nextState); if (curState is not SlipperyComponentState state) return; Slippery = state.Slippery; IntersectPercentage = state.IntersectPercentage; ParalyzeTime = state.ParalyzeTime; RequiredSlipSpeed = state.RequiredSlipSpeed; LaunchForwardsMultiplier = state.LaunchForwardsMultiplier; } } }