* basic system with portals & linked ents * hand tele sprites, no impl * hand tele and teleportation works * fancy it up * oog * special case projectiles * predict portal-to-portal teleportation * this stuff * check nullspace * sloth * give to rd instead * i guess this can probably happen * docs
30 lines
862 B
C#
30 lines
862 B
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Teleportation.Components;
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/// <summary>
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/// Attached to an entity after portal transit to mark that they should not immediately be portaled back
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/// at the end destination.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class PortalTimeoutComponent : Component
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{
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/// <summary>
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/// The portal that was entered. Null if coming from a hand teleporter, etc.
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/// </summary>
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[ViewVariables, DataField("enteredPortal")]
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public EntityUid? EnteredPortal = null;
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}
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[Serializable, NetSerializable]
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public sealed class PortalTimeoutComponentState : ComponentState
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{
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public EntityUid? EnteredPortal;
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public PortalTimeoutComponentState(EntityUid? enteredPortal)
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{
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EnteredPortal = enteredPortal;
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}
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}
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