using Content.Shared.Movement.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Movement.Components; [NetworkedComponent, RegisterComponent] [AutoGenerateComponentState] [Access(typeof(FrictionContactsSystem))] public sealed partial class FrictionContactsComponent : Component { /// /// Modified mob friction while on FrictionContactsComponent /// [DataField, ViewVariables(VVAccess.ReadWrite)] [AutoNetworkedField] public float MobFriction = 0.5f; /// /// Modified mob friction without input while on FrictionContactsComponent /// [AutoNetworkedField] [DataField, ViewVariables(VVAccess.ReadWrite)] public float MobFrictionNoInput = 0.05f; /// /// Modified mob acceleration while on FrictionContactsComponent /// [AutoNetworkedField] [DataField, ViewVariables(VVAccess.ReadWrite)] public float MobAcceleration = 2.0f; }