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;
}