using Robust.Shared.Map.Components; using Robust.Shared.Physics; using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Systems; namespace Content.Shared.Physics; public sealed class FrictionRemoverSystem : EntitySystem { [Dependency] private readonly SharedPhysicsSystem _physics = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(RemoveDampening); } private void RemoveDampening(EntityUid uid, PhysicsComponent component, PhysicsSleepEvent args) { var linear = 0f; var angular = 0f; if (TryComp(uid, out var dampening) && dampening.Enabled) { linear = dampening.LinearDampening; angular = dampening.AngularDampening; } _physics.SetAngularDamping(uid, component, angular, false); _physics.SetLinearDamping(uid, component, linear); } }