using Content.Shared.Movement.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Movement.Components; /// /// This is used to apply a friction modifier to an entity temporarily /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(MovementModStatusSystem))] public sealed partial class FrictionStatusEffectComponent : Component { /// /// Friction modifier applied as a status. /// [DataField, AutoNetworkedField] public float FrictionModifier = 1f; /// /// Acceleration modifier applied as a status. /// [DataField, AutoNetworkedField] public float AccelerationModifier = 1f; }