using Robust.Shared.GameStates; namespace Content.Shared.Slippery; /// /// Slows down the user when passing over an entity with . Does not prevent slipping, see . /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SlipperySystem))] public sealed partial class SlowedOverSlipperyComponent : Component { [DataField(required: true), AutoNetworkedField] public float SlowdownModifier = 1f; }