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; }
public float SprintSpeedModifier { get; set; }
/// <summary>
/// When the current modifier is expected to end.
/// </summary>
public TimeSpan ModifierTimer { get; set; } = TimeSpan.Zero;
}