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; }