EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
nikthechampiongr
2023-09-28 11:34:21 +00:00
committed by GitHub
parent cbeba20ebb
commit 5ff79120e6
24 changed files with 463 additions and 170 deletions

View File

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