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- using Robust.Shared.GameStates;
- namespace Content.Shared.Teleportation.Components;
- /// <summary>
- /// Attached to an entity after portal transit to mark that they should not immediately be portaled back
- /// at the end destination.
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class PortalTimeoutComponent : Component
- {
- /// <summary>
- /// The portal that was entered. Null if coming from a hand teleporter, etc.
- /// </summary>
- [ViewVariables, DataField, AutoNetworkedField]
- public EntityUid? EnteredPortal;
- }
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