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; } }