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