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;
}