using Robust.Shared.GameStates; namespace Content.Shared.Movement.Components; /// /// Added to someone using a jetpack for movement purposes /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class JetpackUserComponent : Component { [DataField, AutoNetworkedField] public EntityUid Jetpack; [DataField, AutoNetworkedField] public float WeightlessAcceleration; [DataField, AutoNetworkedField] public float WeightlessFriction; [DataField, AutoNetworkedField] public float WeightlessFrictionNoInput; [DataField, AutoNetworkedField] public float WeightlessModifier; }