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crystall-punk-14/Content.Shared/Movement/Components/FrictionStatusEffectComponent.cs

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using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
/// <summary>
/// This is used to apply a friction modifier to an entity temporarily
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(MovementModStatusSystem))]
public sealed partial class FrictionStatusEffectComponent : Component
{
/// <summary>
/// Friction modifier applied as a status.
/// </summary>
[DataField, AutoNetworkedField]
public float FrictionModifier = 1f;
/// <summary>
/// Acceleration modifier applied as a status.
/// </summary>
[DataField, AutoNetworkedField]
public float AccelerationModifier = 1f;
}