* Gateway generation * Gateway stuff * gatewehs * mercenaries * play area * Range fixes and tweaks * weh * Gateway UI polish * Lots of fixes * Knock some items off * Fix dungeon spawning Realistically we should probably be using a salvage job. * wahwah * wehvs * expression * weh * eee * a * a * WEH * frfr * Gatwey * Fix gateway windows * Fix gateway windows * a * a * Better layer masking * a * a * Noise fixes * a * Fix fractal calculations * a * More fixes * Fixes * Add layers back in * Fixes * namespaces and ftl * Other TODO * Fix distance * Cleanup * Fix test
33 lines
966 B
C#
33 lines
966 B
C#
using Content.Shared.Teleportation.Systems;
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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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/// Represents an entity which is linked to other entities (perhaps portals), and which can be walked through /
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/// thrown into to teleport an entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(LinkedEntitySystem))]
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public sealed partial class LinkedEntityComponent : Component
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{
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/// <summary>
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/// The entities that this entity is linked to.
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/// </summary>
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[DataField, AutoNetworkedField]
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public HashSet<EntityUid> LinkedEntities = new();
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/// <summary>
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/// Should this entity be deleted if all of its links are removed?
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/// </summary>
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[DataField]
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public bool DeleteOnEmptyLinks;
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}
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[Serializable, NetSerializable]
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public enum LinkedEntityVisuals : byte
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{
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HasAnyLinks
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}
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