using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
///
/// This component ensures an entity is always in the KnockedDown State and cannot stand. Great for any entities you
/// don't want to collide with other mobs, don't want eating projectiles and don't want to get knocked down.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class WormComponent : Component
{
///
/// Modifier for KnockedDown Friction, or in this components case, all friction
///
[DataField, AutoNetworkedField]
public float FrictionModifier = 1f;
///
/// Modifier for KnockedDown Movement, or in this components case, all movement
///
[DataField, AutoNetworkedField]
public float SpeedModifier = 1f;
}