using Robust.Shared.GameStates;
namespace Content.Shared.Stunnable;
///
/// This is used to denote that an entity can crawl.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStunSystem))]
public sealed partial class CrawlerComponent : Component
{
///
/// Default time we will be knocked down for.
///
[DataField, AutoNetworkedField]
public TimeSpan DefaultKnockedDuration { get; set; } = TimeSpan.FromSeconds(0.5);
///
/// Minimum damage taken to extend our knockdown timer by the default time.
///
[DataField, AutoNetworkedField]
public float KnockdownDamageThreshold = 5f;
///
/// Time it takes us to stand up
///
[DataField, AutoNetworkedField]
public TimeSpan StandTime = TimeSpan.FromSeconds(2);
///
/// Base modifier to the maximum movement speed of a knocked down mover.
///
[DataField, AutoNetworkedField]
public float SpeedModifier = 0.4f;
///
/// Friction modifier applied to an entity in the downed state.
///
[DataField, AutoNetworkedField]
public float FrictionModifier = 1f;
}