using Content.Shared.Buckle.Components; using Robust.Shared.GameStates; namespace Content.Shared.Bed.Components; /// /// A that modifies a strapped entity's metabolic rate by the given multiplier /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(SharedBedSystem))] public sealed partial class StasisBedComponent : Component { /// /// What the metabolic update rate will be multiplied by (higher = slower metabolism) /// [DataField, AutoNetworkedField] public float Multiplier = 10f; }