EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -18,6 +18,7 @@ using Microsoft.Extensions.Options;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Content.Shared.Prying.Components;
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namespace Content.Server.Doors.Systems
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{
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@@ -38,7 +39,7 @@ namespace Content.Server.Doors.Systems
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base.Initialize();
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SubscribeLocalEvent<FirelockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
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SubscribeLocalEvent<FirelockComponent, DoorGetPryTimeModifierEvent>(OnDoorGetPryTimeModifier);
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SubscribeLocalEvent<FirelockComponent, GetPryTimeModifierEvent>(OnDoorGetPryTimeModifier);
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SubscribeLocalEvent<FirelockComponent, DoorStateChangedEvent>(OnUpdateState);
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SubscribeLocalEvent<FirelockComponent, BeforeDoorAutoCloseEvent>(OnBeforeDoorAutoclose);
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@@ -144,7 +145,7 @@ namespace Content.Server.Doors.Systems
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args.Cancel();
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}
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private void OnDoorGetPryTimeModifier(EntityUid uid, FirelockComponent component, DoorGetPryTimeModifierEvent args)
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private void OnDoorGetPryTimeModifier(EntityUid uid, FirelockComponent component, ref GetPryTimeModifierEvent args)
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{
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var state = CheckPressureAndFire(uid, component);
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@@ -261,7 +262,7 @@ namespace Content.Server.Doors.Systems
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List<AtmosDirection> directions = new(4);
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for (var i = 0; i < Atmospherics.Directions; i++)
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{
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var dir = (AtmosDirection) (1 << i);
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var dir = (AtmosDirection)(1 << i);
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if (airtight.AirBlockedDirection.HasFlag(dir))
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{
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directions.Add(dir);
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