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; }