(Smaller) Construction PR - (IC Construction) (#2575)

* Disable Pulling When Buckling an entity

* Projectile Improvements

If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets.
- Dead people are still unhitable

* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>

* Firelock In Progress

* Revert "Projectile Improvements"

This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4.

* Firelock Graph

* Revert "Merge branch 'master' into test2"

This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing
changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c.

* Bunch of stuff

- Metal Rods
- Reinforced Glass
- SetStackCount Condition
- Tables
- Lattice

* Output2 to FloorTileItemComponent

* Plating, Underplating and Tiles (+FloorTile Improvements)

* Turf Fixes

+ APC Electronics

* Reinforced Glass In-hand textures

* All the fixes

* Final Changes

* (Hopefully) Last commit

* Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* A Few more things

* Edit FirelockComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Git-Nivrak
2020-11-20 16:58:06 +02:00
committed by GitHub
parent ab1ce4b541
commit 6d2882c7cf
39 changed files with 821 additions and 79 deletions

View File

@@ -13,6 +13,7 @@ using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components.Atmos
{
[RegisterComponent]
[ComponentReference(typeof(ServerDoorComponent))]
public class FirelockComponent : ServerDoorComponent, IInteractUsing, ICollideBehavior
{
public override string Name => "Firelock";
@@ -68,30 +69,38 @@ namespace Content.Server.GameObjects.Components.Atmos
public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
{
if (await base.InteractUsing(eventArgs))
return false;
if (!eventArgs.Using.TryGetComponent<ToolComponent>(out var tool))
return false;
if (tool.HasQuality(ToolQuality.Prying))
if (tool.HasQuality(ToolQuality.Prying) && !IsWeldedShut)
{
var holdingPressure = IsHoldingPressure();
var holdingFire = IsHoldingFire();
if (State == DoorState.Closed)
{
if(holdingPressure)
if (holdingPressure)
Owner.PopupMessage(eventArgs.User, "A gush of air blows in your face... Maybe you should reconsider.");
}
if (!await tool.UseTool(eventArgs.User, Owner, holdingPressure || holdingFire ? 1.5f : 0.25f, ToolQuality.Prying)) return false;
if (IsWeldedShut || !await tool.UseTool(eventArgs.User, Owner, holdingPressure || holdingFire ? 1.5f : 0.25f, ToolQuality.Prying)) return false;
if (State == DoorState.Closed)
{
Open();
}
else if (State == DoorState.Open)
{
Close();
}
return true;
}
return false;
}
}