using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
[NetworkedComponent, RegisterComponent]
[AutoGenerateComponentState]
[Access(typeof(FrictionContactsSystem))]
public sealed partial class FrictionContactsComponent : Component
{
///
/// Modified mob friction while on FrictionContactsComponent
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public float MobFriction = 0.05f;
///
/// Modified mob friction without input while on FrictionContactsComponent
///
[AutoNetworkedField]
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float? MobFrictionNoInput = 0.05f;
///
/// Modified mob acceleration while on FrictionContactsComponent
///
[AutoNetworkedField]
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float MobAcceleration = 0.1f;
}