using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components
{
///
/// Ignores gravity entirely.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MovementIgnoreGravityComponent : Component
{
///
/// Whether gravity is on or off for this object. This will always override the current Gravity State.
///
[DataField, AutoNetworkedField]
public bool Weightless;
}
}