using Robust.Shared.GameStates; namespace Content.Shared.Slippery; /// /// Applies continuous movement to the attached entity when colliding with super slipper entities. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class SlidingComponent : Component { /// /// A list of SuperSlippery entities the entity with this component is colliding with. /// [DataField, AutoNetworkedField] public HashSet CollidingEntities = new (); /// /// The friction modifier that will be applied to any friction calculations. /// [DataField, AutoNetworkedField] public float FrictionModifier; }