using Robust.Shared.GameStates; namespace Content.Shared.Stunnable; /// /// This is used to denote that an entity can crawl. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStunSystem))] public sealed partial class CrawlerComponent : Component { /// /// Default time we will be knocked down for. /// [DataField, AutoNetworkedField] public TimeSpan DefaultKnockedDuration { get; set; } = TimeSpan.FromSeconds(0.5); /// /// Minimum damage taken to extend our knockdown timer by the default time. /// [DataField, AutoNetworkedField] public float KnockdownDamageThreshold = 5f; /// /// Time it takes us to stand up /// [DataField, AutoNetworkedField] public TimeSpan StandTime = TimeSpan.FromSeconds(2); /// /// Base modifier to the maximum movement speed of a knocked down mover. /// [DataField, AutoNetworkedField] public float SpeedModifier = 0.4f; /// /// Friction modifier applied to an entity in the downed state. /// [DataField, AutoNetworkedField] public float FrictionModifier = 1f; }