fix airlocks/shutters, again (#6386)
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@@ -42,6 +42,18 @@ public sealed class DoorSystem : SharedDoorSystem
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SubscribeLocalEvent<DoorComponent, WeldCancelledEvent>(OnWeldCancelled);
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SubscribeLocalEvent<DoorComponent, WeldCancelledEvent>(OnWeldCancelled);
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}
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}
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protected override void OnInit(EntityUid uid, DoorComponent door, ComponentInit args)
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{
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base.OnInit(uid, door, args);
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if (door.State == DoorState.Open
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&& door.ChangeAirtight
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&& TryComp(uid, out AirtightComponent? airtight))
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{
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_airtightSystem.SetAirblocked(airtight, false);
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}
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}
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// TODO AUDIO PREDICT Figure out a better way to handle sound and prediction. For now, this works well enough?
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// TODO AUDIO PREDICT Figure out a better way to handle sound and prediction. For now, this works well enough?
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//
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//
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// Currently a client will predict when a door is going to close automatically. So any client in PVS range can just
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// Currently a client will predict when a door is going to close automatically. So any client in PVS range can just
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@@ -59,7 +59,7 @@ public abstract class SharedDoorSystem : EntitySystem
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SubscribeLocalEvent<DoorComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<DoorComponent, PreventCollideEvent>(PreventCollision);
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}
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}
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private void OnInit(EntityUid uid, DoorComponent door, ComponentInit args)
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protected virtual void OnInit(EntityUid uid, DoorComponent door, ComponentInit args)
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{
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{
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// if the door state is not standard (i.e., door starts open), make sure collision & occlusion are properly set.
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// if the door state is not standard (i.e., door starts open), make sure collision & occlusion are properly set.
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if (door.State == DoorState.Open)
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if (door.State == DoorState.Open)
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