Portal sprite & behavior tweaks (#19179)
* Portal repalette * Portal traversal verb + anchoring * map restriction * optional max distance checks if we decide to have them later * lower pointlight energy slightly hopefully makes it less garish
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@@ -22,7 +22,6 @@ public sealed class HandTeleporterSystem : EntitySystem
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public override void Initialize()
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{
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SubscribeLocalEvent<HandTeleporterComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<HandTeleporterComponent, TeleporterDoAfterEvent>(OnDoAfter);
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}
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@@ -1,4 +1,5 @@
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using Content.Server.Mind.Components;
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using Content.Server.Ghost.Components;
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using Content.Server.Mind.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Teleportation.Systems;
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@@ -14,7 +15,7 @@ public sealed class PortalSystem : SharedPortalSystem
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protected override void LogTeleport(EntityUid portal, EntityUid subject, EntityCoordinates source,
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EntityCoordinates target)
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{
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if (HasComp<MindContainerComponent>(subject))
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if (HasComp<MindContainerComponent>(subject) && !HasComp<GhostComponent>(subject))
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_adminLogger.Add(LogType.Teleport, LogImpact.Low, $"{ToPrettyString(subject):player} teleported via {ToPrettyString(portal)} from {source} to {target}");
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}
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}
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