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; }