using Robust.Shared.GameStates;
namespace Content.Shared.Slippery;
///
/// Modifies the duration of slip paralysis on an entity.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SlippableModifierComponent : Component
{
///
/// What to multiply the paralyze time by.
///
[DataField, AutoNetworkedField]
public float ParalyzeTimeMultiplier = 1f;
}