using Robust.Shared.GameStates; namespace Content.Shared.Chemistry.Components { //TODO: refactor movement modifier component because this is a pretty poor solution [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class MovespeedModifierMetabolismComponent : Component { [AutoNetworkedField, ViewVariables] public float WalkSpeedModifier { get; set; } [AutoNetworkedField, ViewVariables] public float SprintSpeedModifier { get; set; } /// /// When the current modifier is expected to end. /// [AutoNetworkedField, ViewVariables] public TimeSpan ModifierTimer { get; set; } = TimeSpan.Zero; } }