using Robust.Shared.GameStates; namespace Content.Shared.Friction; [RegisterComponent, NetworkedComponent] [Access(typeof(TileFrictionController)), AutoGenerateComponentState] public sealed partial class TileFrictionModifierComponent : Component { /// /// Multiply the tilefriction cvar by this to get the body's actual tilefriction. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("modifier"), AutoNetworkedField] public float Modifier; }