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- using Robust.Shared.GameStates;
- namespace Content.Shared.Friction;
- [RegisterComponent, NetworkedComponent]
- [Access(typeof(TileFrictionController)), AutoGenerateComponentState]
- public sealed partial class TileFrictionModifierComponent : Component
- {
- /// <summary>
- /// Multiply the tilefriction cvar by this to get the body's actual tilefriction.
- /// </summary>
- [ViewVariables(VVAccess.ReadWrite)]
- [DataField("modifier"), AutoNetworkedField]
- public float Modifier;
- }
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