using System; using Robust.Shared.Physics; using Robust.Shared.Physics.Dynamics; using Robust.Shared.Serialization; namespace Robust.Shared.GameObjects { [Serializable, NetSerializable] public enum BodyStatus: byte { OnGround, InAir } /// /// Sent whenever a is changed. /// public sealed class PhysicsUpdateMessage : EntityEventArgs { public PhysicsComponent Component { get; } public PhysicsUpdateMessage(PhysicsComponent component) { Component = component; } } }