Gateway destinations (#21040)
* 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
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@@ -131,7 +131,7 @@ public abstract class SharedPortalSystem : EntitySystem
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// if target is a portal, signal that they shouldn't be immediately portaled back
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var timeout = EnsureComp<PortalTimeoutComponent>(subject);
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timeout.EnteredPortal = uid;
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Dirty(timeout);
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Dirty(subject, timeout);
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}
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TeleportEntity(uid, subject, Transform(target).Coordinates, target);
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@@ -142,7 +142,8 @@ public abstract class SharedPortalSystem : EntitySystem
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return;
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// no linked entity--teleport randomly
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TeleportRandomly(uid, subject, component);
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if (component.RandomTeleport)
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TeleportRandomly(uid, subject, component);
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}
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private void OnEndCollide(EntityUid uid, PortalComponent component, ref EndCollideEvent args)
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