using Content.Shared.Singularity.EntitySystems; using Robust.Shared.GameStates; namespace Content.Shared.Singularity.Components { [RegisterComponent, NetworkedComponent] [AutoGenerateComponentState] [Access(typeof(SharedSingularitySystem))] public sealed partial class SingularityDistortionComponent : Component { [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public float Intensity = 31.25f; [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public float FalloffPower = MathF.Sqrt(2f); } }