using Robust.Shared.GameStates; namespace Content.Shared.Slippery; /// /// Applies continuous movement to the attached entity when colliding with super slipper entities. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class SlidingComponent : Component { /// /// The friction modifier that will be applied to any friction calculations. /// [DataField, AutoNetworkedField] public float FrictionModifier; /// /// Hashset of contacting entities. /// [DataField] public HashSet Contacting = new(); }