2024-02-01 11:39:10 +01:00
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using Robust.Shared.GameStates;
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namespace Content.Shared.Slippery;
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/// <summary>
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/// Applies continuous movement to the attached entity when colliding with super slipper entities.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class SlidingComponent : Component
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{
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/// <summary>
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2025-07-19 16:54:42 -07:00
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/// The friction modifier that will be applied to any friction calculations.
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2024-02-01 11:39:10 +01:00
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/// </summary>
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[DataField, AutoNetworkedField]
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2025-07-19 16:54:42 -07:00
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public float FrictionModifier;
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2024-02-01 11:39:10 +01:00
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/// <summary>
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2025-07-19 16:54:42 -07:00
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/// Hashset of contacting entities.
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2024-02-01 11:39:10 +01:00
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/// </summary>
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2025-07-19 16:54:42 -07:00
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[DataField]
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public HashSet<EntityUid> Contacting = new();
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2024-02-01 11:39:10 +01:00
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}
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