Changed door remote to trigger based on vision occlusion(#25093)

Changed door remote to trigger based on vision occlusion rather than opaque collision targeting check. Ian's butt will no longer absorb your 5G signals.

Co-authored-by: Plykiya <plykiya@protonmail.com>
This commit is contained in:
Plykiya
2024-02-10 02:22:19 -08:00
committed by GitHub
parent b59dc2911c
commit 7a04acc851

View File

@@ -10,6 +10,7 @@ using Content.Server.Doors.Systems;
using Content.Server.Power.EntitySystems;
using Content.Shared.Database;
using Content.Shared.Interaction.Events;
using Content.Shared.Examine;
using static Content.Server.Remotes.DoorRemoteComponent;
namespace Content.Server.Remotes
@@ -65,10 +66,9 @@ namespace Content.Server.Remotes
if (args.Handled
|| args.Target == null
|| !TryComp<DoorComponent>(args.Target, out var doorComp) // If it isn't a door we don't use it
// The remote can be used anywhere the user can see the door.
// This doesn't work that well, but I don't know of an alternative
|| !_interactionSystem.InRangeUnobstructed(args.User, args.Target.Value,
SharedInteractionSystem.MaxRaycastRange, CollisionGroup.Opaque))
// Only able to control doors if they are within your vision and within your max range.
// Not affected by mobs or machines anymore.
|| !ExamineSystemShared.InRangeUnOccluded(args.User, args.Target.Value, SharedInteractionSystem.MaxRaycastRange, null))
{
return;
}