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- 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; }
- /// <summary>
- /// When the current modifier is expected to end.
- /// </summary>
- [AutoNetworkedField, ViewVariables]
- public TimeSpan ModifierTimer { get; set; } = TimeSpan.Zero;
- }
- }
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