using Robust.Shared.GameStates;
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, AutoGenerateComponentState]
public sealed partial class PortalTimeoutComponent : Component
{
///
/// The portal that was entered. Null if coming from a hand teleporter, etc.
///
[ViewVariables, DataField, AutoNetworkedField]
public EntityUid? EnteredPortal;
}