using Content.Shared.Movement.Systems; using Robust.Shared.GameStates; namespace Content.Shared.Movement.Components; /// /// This is used to store a movement speed modifier attached to a status effect entity so it can be applied via statuses. /// To be used in conjunction with . /// See for the component applied to the entity. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(MovementModStatusSystem))] public sealed partial class MovementModStatusEffectComponent : Component { /// /// Multiplicative sprint modifier, with bounds of [0, 1) /// [DataField, AutoNetworkedField] public float SprintSpeedModifier = 0.5f; /// /// Multiplicative walk modifier, with bounds of [0, 1) /// [DataField, AutoNetworkedField] public float WalkSpeedModifier = 0.5f; }