using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared._White._Engi.Limping; /// /// WD. /// This is used for the Limping trait. /// [RegisterComponent, NetworkedComponent] public sealed partial class LimpingComponent : Component { [DataField] public float SpeedModifier = 0.3f; } [Serializable, NetSerializable] public sealed class LimpingComponentState : ComponentState { public float SpeedModifier; public LimpingComponentState(float speedModifier) { SpeedModifier = speedModifier; } }