Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
26 lines
977 B
C#
26 lines
977 B
C#
using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// This is used to store a movement speed modifier attached to a status effect entity so it can be applied via statuses.
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/// To be used in conjunction with <see cref="MovementModStatusSystem"/>.
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/// See <see cref="MovementModStatusComponent"/> for the component applied to the entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(MovementModStatusSystem))]
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public sealed partial class MovementModStatusEffectComponent : Component
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{
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/// <summary>
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/// Multiplicative sprint modifier, with bounds of [0, 1)
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SprintSpeedModifier = 0.5f;
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/// <summary>
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/// Multiplicative walk modifier, with bounds of [0, 1)
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/// </summary>
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[DataField, AutoNetworkedField]
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public float WalkSpeedModifier = 0.5f;
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}
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