using Content.Shared.StepTrigger.Components;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Slippery
{
///
/// Causes somebody to slip when they walk over this entity.
///
///
/// Requires , see that component for some additional properties.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SlipperyComponent : Component
{
public const float DefaultParalyzeTime = 1.5f;
public const float DefaultLaunchForwardsMultiplier = 1.5f;
///
/// Path to the sound to be played when a mob slips.
///
[DataField, AutoNetworkedField]
[Access(Other = AccessPermissions.ReadWriteExecute)]
public SoundSpecifier SlipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg");
///
/// How many seconds the mob will be paralyzed for.
///
[DataField, AutoNetworkedField]
[Access(Other = AccessPermissions.ReadWrite)]
public float ParalyzeTime = DefaultParalyzeTime;
///
/// The entity's speed will be multiplied by this to slip it forwards.
///
[DataField, AutoNetworkedField]
[Access(Other = AccessPermissions.ReadWrite)]
public float LaunchForwardsMultiplier = DefaultLaunchForwardsMultiplier;
///
/// If this is true, any slipping entity loses its friction until
/// it's not colliding with any SuperSlippery entities anymore.
///
[DataField, AutoNetworkedField]
[Access(Other = AccessPermissions.ReadWrite)]
public bool SuperSlippery;
}
}