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
734 B
C#
24 lines
734 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 apply a friction modifier to an entity temporarily
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(MovementModStatusSystem))]
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public sealed partial class FrictionStatusEffectComponent : Component
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{
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/// <summary>
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/// Friction modifier applied as a status.
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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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/// Acceleration modifier applied as a status.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float AccelerationModifier = 1f;
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}
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