using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
///
/// This is used to store a movement speed modifier attached to a status effect entity so it can be applied via statuses.
/// To be used in conjunction with .
/// See for the component applied to the entity.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(MovementModStatusSystem))]
public sealed partial class MovementModStatusEffectComponent : Component
{
///
/// Multiplicative sprint modifier, with bounds of [0, 1)
///
[DataField, AutoNetworkedField]
public float SprintSpeedModifier = 0.5f;
///
/// Multiplicative walk modifier, with bounds of [0, 1)
///
[DataField, AutoNetworkedField]
public float WalkSpeedModifier = 0.5f;
}