6
2026-01-24 12:49:55 +03:00

23 lines
746 B
C#

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;
}