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- using Robust.Shared.GameStates;
- namespace Content.Shared.Movement.Components;
- /// <summary>
- /// Updates a sprite layer based on whether an entity is moving via input or not.
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
- public sealed partial class SpriteMovementComponent : Component
- {
- /// <summary>
- /// Layer and sprite state to use when moving.
- /// </summary>
- [DataField]
- public Dictionary<string, PrototypeLayerData> MovementLayers = new();
- /// <summary>
- /// Layer and sprite state to use when not moving.
- /// </summary>
- [DataField]
- public Dictionary<string, PrototypeLayerData> NoMovementLayers = new();
- [DataField, AutoNetworkedField]
- public bool IsMoving;
- }
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