using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Teleportation.Components;
///
/// Attached to an entity after portal transit to mark that they should not immediately be portaled back
/// at the end destination.
///
[RegisterComponent, NetworkedComponent]
public sealed class PortalTimeoutComponent : Component
{
///
/// The portal that was entered. Null if coming from a hand teleporter, etc.
///
[ViewVariables, DataField("enteredPortal")]
public EntityUid? EnteredPortal = null;
}
[Serializable, NetSerializable]
public sealed class PortalTimeoutComponentState : ComponentState
{
public EntityUid? EnteredPortal;
public PortalTimeoutComponentState(EntityUid? enteredPortal)
{
EnteredPortal = enteredPortal;
}
}