using Content.Shared._DV.Body.Systems; using Robust.Shared.GameStates; namespace Content.Shared._DV.Body.Components; /// /// If an entity has this, if a small character has penalties (such as pull speed), /// the small character will ignore the penalties associated with their size. /// /// Mostly used for things like wheeled/floating objects. /// [RegisterComponent, NetworkedComponent] [AutoGenerateComponentState] [Access(typeof(SmallCharacterSystem))] public sealed partial class SmallCharacterComponent : Component { /// /// The speed of which to scale the small character's pull speed by if the /// object is big enough to warrant a pull-speed slowdown. /// [DataField, AutoNetworkedField] public float PullSpeedPenalty = 1f; }