Airlock / firelock code refactor, pseudo-prediction implementation (#3037)
* splits off airlocks, firelocks * adds airlock prediction. anims broken though * fixes animation weirdness * removes opacity prediction because it looked odd * Now firelocks don't visually start open. Argh. * Fixes firelock weirdness, saneifies _state var. * Documentation changes, code shuffle. * Lets firelocks crush people. * Stops open-hand opening/closing firelocks. * updates serializable, netserializable attributes * Addresses reviews... hopefully. * updates submodule? * nullability * fuck fuck fuck fuck * fucking finally
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Content.Server/GameObjects/EntitySystems/ServerDoorSystem.cs
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Content.Server/GameObjects/EntitySystems/ServerDoorSystem.cs
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#nullable enable
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.EntitySystems
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{
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/// <summary>
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/// Used on the server side to manage global access level overrides.
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/// </summary>
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class ServerDoorSystem : EntitySystem
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{
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/// <summary>
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/// Determines the base access behavior of all doors on the station.
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/// </summary>
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public AccessTypes AccessType { get; set; }
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/// <summary>
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/// How door access should be handled.
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/// </summary>
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public enum AccessTypes
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{
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/// <summary> ID based door access. </summary>
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Id,
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/// <summary>
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/// Allows everyone to open doors, except external which airlocks are still handled with ID's
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/// </summary>
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AllowAllIdExternal,
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/// <summary>
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/// Allows everyone to open doors, except external airlocks which are never allowed, even if the user has
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/// ID access.
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/// </summary>
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AllowAllNoExternal,
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/// <summary> Allows everyone to open all doors. </summary>
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AllowAll
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}
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public override void Initialize()
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{
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base.Initialize();
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AccessType = AccessTypes.Id;
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}
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}
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}
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