using Robust.Shared.Network; namespace Content.Server.GameTicking.Rules.Components; /// /// This is used for globally tracking players that need to be respawned. /// Used on gamerule entities. /// [RegisterComponent, Access(typeof(RespawnRuleSystem))] public sealed partial class RespawnTrackerComponent : Component { /// /// A list of the people that should be respawned. /// Used to make sure that we don't respawn aghosts or observers. /// [DataField("players")] public HashSet Players = new(); /// /// The delay between dying and respawning. /// [DataField("respawnDelay")] public TimeSpan RespawnDelay = TimeSpan.Zero; /// /// A dictionary of player netuserids and when they will respawn. /// [DataField("respawnQueue")] public Dictionary RespawnQueue = new(); }