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;
}