The behaviour of add_portal is quite mixed. It normally adds orbs to the teleporter, but then it spawns the null portal in front of the player only. Then again, the deep void portal, which would have been expected to behave similar to the null portal is actually added to the teleporter while it naturally lacks an orb model. Also, why couldn't then the command spawn the blue portal, for example, in front of the player if the stage has no teleporter?
I propose keeping add_portal strictly for the teleporter related portals and creating a new command, spawn_portal, which spawns any portal in front of the player.
The infinite portal has been excluded from all of this because there is nothing special about it; it has no special destination and uses the run's next scene. Kind of like a basic teleporter except that it doesn't even roll for the next scene on its own - that's taken care of by the run component itself.
The behaviour of
add_portal
is quite mixed. It normally adds orbs to the teleporter, but then it spawns the null portal in front of the player only. Then again, the deep void portal, which would have been expected to behave similar to the null portal is actually added to the teleporter while it naturally lacks an orb model. Also, why couldn't then the command spawn the blue portal, for example, in front of the player if the stage has no teleporter?I propose keeping
add_portal
strictly for the teleporter related portals and creating a new command,spawn_portal
, which spawns any portal in front of the player.The infinite portal has been excluded from all of this because there is nothing special about it; it has no special destination and uses the run's next scene. Kind of like a basic teleporter except that it doesn't even roll for the next scene on its own - that's taken care of by the run component itself.