using Content.Shared.Movement.Systems; using Content.Shared.Whitelist; using Robust.Shared.GameStates; namespace Content.Shared.Movement.Components; [NetworkedComponent, RegisterComponent] [AutoGenerateComponentState] [Access(typeof(SpeedModifierContactsSystem))] public sealed partial class SpeedModifierContactsComponent : Component { [DataField("walkSpeedModifier"), ViewVariables(VVAccess.ReadWrite)] [AutoNetworkedField] public float WalkSpeedModifier = 1.0f; [AutoNetworkedField] [DataField("sprintSpeedModifier"), ViewVariables(VVAccess.ReadWrite)] public float SprintSpeedModifier = 1.0f; [DataField("ignoreWhitelist")] public EntityWhitelist? IgnoreWhitelist; }