Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
24 lines
864 B
C#
24 lines
864 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// This component ensures an entity is always in the KnockedDown State and cannot stand. Great for any entities you
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/// don't want to collide with other mobs, don't want eating projectiles and don't want to get knocked down.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class WormComponent : Component
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{
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/// <summary>
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/// Modifier for KnockedDown Friction, or in this components case, all friction
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/// </summary>
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[DataField, AutoNetworkedField]
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public float FrictionModifier = 1f;
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/// <summary>
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/// Modifier for KnockedDown Movement, or in this components case, all movement
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SpeedModifier = 1f;
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}
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