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 { /// /// Should this affect airborne mobs? /// [DataField, AutoNetworkedField] public bool AffectAirborne; /// /// Modified mob friction while on FrictionContactsComponent /// [DataField, AutoNetworkedField] public float MobFriction = 0.05f; /// /// Modified mob friction without input while on FrictionContactsComponent /// [DataField, AutoNetworkedField] public float? MobFrictionNoInput = 0.05f; /// /// Modified mob acceleration while on FrictionContactsComponent /// [DataField, AutoNetworkedField] public float MobAcceleration = 0.1f; }