Some work
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Doors;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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[RegisterComponent]
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public class FirelockComponent : ServerDoorComponent, IInteractUsing, IActivate, ICollideBehavior
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{
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public override string Name => "Firelock";
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public override void Initialize()
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{
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base.Initialize();
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}
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public void CollideWith(IEntity collidedWith)
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{
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// We do nothing.
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}
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public void Activate(ActivateEventArgs eventArgs)
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{
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// We do nothing.
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}
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protected override void Startup()
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{
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base.Startup();
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var airtightComponent = Owner.EnsureComponent<AirtightComponent>();
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var collidableComponent = Owner.GetComponent<ICollidableComponent>();
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Safety = false;
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airtightComponent.AirBlocked = false;
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collidableComponent.Hard = false;
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if (Occludes && Owner.TryGetComponent(out OccluderComponent occluder))
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{
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occluder.Enabled = false;
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}
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State = DoorState.Open;
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SetAppearance(DoorVisualState.Open);
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}
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public bool EmergencyPressureStop()
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{
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var closed = State == DoorState.Open && Close();
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if(closed)
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Owner.GetComponent<AirtightComponent>().AirBlocked = true;
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return closed;
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}
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public override void Deny()
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{
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}
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public override bool CanClose(IEntity user) => true;
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public override bool CanOpen(IEntity user) => true;
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public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!eventArgs.Using.TryGetComponent<ToolComponent>(out var tool))
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return false;
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if (!await tool.UseTool(eventArgs.User, Owner, 3f, ToolQuality.Prying)) return false;
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if (State == DoorState.Closed)
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Open();
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else if (State == DoorState.Open)
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Close();
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return true;
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}
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}
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}
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