Firelock ECS + some other stuff. (#8366)
* firelock rejig * dont error failed resolves * fix * less resolves * switch fire and pressure messages * update Co-authored-by: wrexbe <wrexbe@protonmail.com>
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@@ -160,9 +160,6 @@ namespace Content.Client.Doors
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}
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var door = _entMan.GetComponent<DoorComponent>(component.Owner);
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var unlitVisible = true;
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var boltedVisible = false;
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var emergencyLightsVisible = false;
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if (component.TryGetData(DoorVisuals.BaseRSI, out string baseRsi))
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{
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@@ -184,7 +181,6 @@ namespace Content.Client.Doors
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{
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case DoorState.Open:
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sprite.LayerSetState(DoorVisualLayers.Base, "open");
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unlitVisible = _openUnlitVisible;
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if (_openUnlitVisible && !_simpleVisuals)
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{
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sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "open_unlit");
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@@ -219,33 +215,33 @@ namespace Content.Client.Doors
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throw new ArgumentOutOfRangeException();
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}
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if (component.TryGetData(DoorVisuals.Powered, out bool powered) && !powered)
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if (_simpleVisuals)
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return;
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var boltedVisible = false;
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var emergencyLightsVisible = false;
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var unlitVisible = false;
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if (component.TryGetData(DoorVisuals.Powered, out bool powered) && powered)
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{
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unlitVisible = false;
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}
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if (component.TryGetData(DoorVisuals.BoltLights, out bool lights) && lights)
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{
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boltedVisible = true;
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boltedVisible = component.TryGetData(DoorVisuals.BoltLights, out bool lights) && lights;
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emergencyLightsVisible = component.TryGetData(DoorVisuals.EmergencyLights, out bool eaLights) && eaLights;
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unlitVisible = state == DoorState.Closing
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|| state == DoorState.Opening
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|| state == DoorState.Denying
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|| state == DoorState.Open && _openUnlitVisible
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|| (component.TryGetData(DoorVisuals.ClosedLights, out bool closedLights) && closedLights);
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}
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if (component.TryGetData(DoorVisuals.EmergencyLights, out bool eaLights) && eaLights)
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sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
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sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, boltedVisible);
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if (_emergencyAccessLayer)
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{
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emergencyLightsVisible = true;
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}
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if (!_simpleVisuals)
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{
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sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible && state != DoorState.Closed && state != DoorState.Welded);
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sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, unlitVisible && boltedVisible);
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if (_emergencyAccessLayer)
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{
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sprite.LayerSetVisible(DoorVisualLayers.BaseEmergencyAccess,
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emergencyLightsVisible
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&& state != DoorState.Open
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&& state != DoorState.Opening
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&& state != DoorState.Closing
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&& unlitVisible);
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}
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sprite.LayerSetVisible(DoorVisualLayers.BaseEmergencyAccess,
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emergencyLightsVisible
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&& state != DoorState.Open
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&& state != DoorState.Opening
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&& state != DoorState.Closing);
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}
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}
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}
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