EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -32,6 +32,7 @@ using Content.Shared.Tools.Components;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Zombies;
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using Robust.Shared.Audio;
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using Content.Shared.Prying.Components;
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namespace Content.Server.Zombies
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{
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@@ -162,11 +163,12 @@ namespace Content.Server.Zombies
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melee.Damage = dspec;
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// humanoid zombies get to pry open doors and shit
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var tool = EnsureComp<ToolComponent>(target);
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tool.SpeedModifier = 0.75f;
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tool.Qualities = new ("Prying");
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tool.UseSound = new SoundPathSpecifier("/Audio/Items/crowbar.ogg");
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Dirty(tool);
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var pryComp = EnsureComp<PryingComponent>(target);
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pryComp.SpeedModifier = 0.75f;
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pryComp.PryPowered = true;
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pryComp.Force = true;
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Dirty(target, pryComp);
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}
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Dirty(melee);
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@@ -232,7 +234,7 @@ namespace Content.Server.Zombies
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else
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{
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var htn = EnsureComp<HTNComponent>(target);
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htn.RootTask = new HTNCompoundTask() {Task = "SimpleHostileCompound"};
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htn.RootTask = new HTNCompoundTask() { Task = "SimpleHostileCompound" };
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htn.Blackboard.SetValue(NPCBlackboard.Owner, target);
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_npc.WakeNPC(target, htn);
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}
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