Doors! (#12)
* Doors WiP * Kinda seem to work now? * Finished * Oh yeah maybe enable that. * It works except it doesn't * Undo formatting changes * BuildChecker too
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@@ -63,6 +63,7 @@
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<Compile Include="Prototypes\DiscoBall.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="GameObjects\Components\Items\ClientHandsComponent.cs" />
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<Compile Include="GameObjects\Components\Doors\ClientDoorComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
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<Compile Include="UserInterface\HandsGui.cs" />
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</ItemGroup>
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@@ -21,6 +21,8 @@ namespace Content.Client
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factory.Register<HandsComponent>();
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factory.RegisterReference<HandsComponent, IHandsComponent>();
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factory.Register<ClientDoorComponent>();
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}
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}
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}
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@@ -0,0 +1,71 @@
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using Content.Shared.GameObjects;
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using Lidgren.Network;
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using SS14.Client.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects
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{
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public class ClientDoorComponent : SharedDoorComponent
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{
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public bool Opened { get; private set; }
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private SpriteComponent spriteComponent;
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private string OpenSprite = "door_ewo";
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private string CloseSprite = "door_ew";
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public override void Initialize()
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{
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base.Initialize();
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spriteComponent = Owner.GetComponent<SpriteComponent>();
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}
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private void Open()
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{
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Opened = true;
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spriteComponent.SetSpriteByKey(OpenSprite);
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}
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private void Close()
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{
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Opened = false;
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spriteComponent.SetSpriteByKey(CloseSprite);
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}
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public override void HandleComponentState(ComponentState state)
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{
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var castState = (DoorComponentState)state;
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if (castState.Opened == Opened)
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{
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return;
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}
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if (castState.Opened)
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{
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Open();
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}
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else
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{
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Close();
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}
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}
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public override void LoadParameters(YamlMappingNode mapping)
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{
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base.LoadParameters(mapping);
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YamlNode node;
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if (mapping.TryGetNode("openstate", out node))
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{
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OpenSprite = node.AsString();
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}
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if (mapping.TryGetNode("closestate", out node))
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{
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CloseSprite = node.AsString();
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}
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}
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}
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}
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@@ -56,6 +56,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="EntryPoint.cs"/>
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<Compile Include="GameObjects\Components\Doors\ServerDoorComponent.cs" />
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<Compile Include="GameObjects\Components\Interactable\InteractableComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Interactable\IInteractableComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs"/>
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@@ -27,6 +27,7 @@ namespace Content.Server
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factory.Register<DamageableComponent>();
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factory.Register<DestructibleComponent>();
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factory.Register<TemperatureComponent>();
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factory.Register<ServerDoorComponent>();
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}
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}
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}
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@@ -0,0 +1,104 @@
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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using SS14.Server.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using SS14.Shared.Log;
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using SS14.Shared.Maths;
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namespace Content.Server.GameObjects
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{
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public class ServerDoorComponent : SharedDoorComponent
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{
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public bool Opened { get; private set; }
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private float OpenTimeCounter;
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private IInteractableComponent interactableComponent;
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private CollidableComponent collidableComponent;
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public override void Initialize()
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{
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base.Initialize();
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interactableComponent = Owner.GetComponent<IInteractableComponent>();
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interactableComponent.OnAttackHand += OnAttackHand;
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collidableComponent = Owner.GetComponent<CollidableComponent>();
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collidableComponent.OnBump += OnBump;
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}
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public override void OnRemove()
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{
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interactableComponent.OnAttackHand -= OnAttackHand;
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interactableComponent = null;
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collidableComponent.OnBump -= OnBump;
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collidableComponent = null;
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}
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private void OnAttackHand(object sender, AttackHandEventArgs args)
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{
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if (Opened)
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{
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Close();
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}
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else
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{
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Open();
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}
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}
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private void OnBump(object sender, BumpEventArgs args)
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{
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Logger.Info("Bump!");
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if (Opened)
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{
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return;
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}
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Open();
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}
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public void Open()
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{
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Opened = true;
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collidableComponent.IsHardCollidable = false;
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}
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public bool Close()
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{
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if (collidableComponent.TryCollision(Vector2.Zero))
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{
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// Do nothing, somebody's in the door.
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return false;
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}
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Opened = false;
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OpenTimeCounter = 0;
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collidableComponent.IsHardCollidable = true;
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return true;
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}
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public override ComponentState GetComponentState()
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{
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return new DoorComponentState(Opened);
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}
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private const float AUTO_CLOSE_DELAY = 5;
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public override void Update(float frameTime)
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{
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if (!Opened)
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{
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return;
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}
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OpenTimeCounter += frameTime;
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if (OpenTimeCounter > AUTO_CLOSE_DELAY)
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{
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if (!Close())
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{
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// Try again in 2 seconds if it's jammed or something.
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OpenTimeCounter -= 2;
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}
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}
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}
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}
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}
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@@ -55,6 +55,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="EntryPoint.cs" />
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<Compile Include="GameObjects\Components\Doors\SharedDoorComponent.cs" />
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<Compile Include="GameObjects\ContentNetIDs.cs" />
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<Compile Include="GameObjects\PhysicalConstants.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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@@ -0,0 +1,23 @@
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using System;
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using SS14.Shared.GameObjects;
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namespace Content.Shared.GameObjects
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{
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public abstract class SharedDoorComponent : Component
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{
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public override string Name => "Door";
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public override uint? NetID => ContentNetIDs.DOOR;
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public override Type StateType => typeof(DoorComponentState);
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}
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[Serializable]
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public class DoorComponentState : ComponentState
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{
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public readonly bool Opened;
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public DoorComponentState(bool opened) : base(ContentNetIDs.DOOR)
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{
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Opened = opened;
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}
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}
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}
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@@ -7,5 +7,6 @@
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public const uint DESTRUCTIBLE = 1001;
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public const uint TEMPERATURE = 1002;
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public const uint HANDS = 1003;
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public const uint DOOR = 1004;
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}
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}
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@@ -7,6 +7,9 @@
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sprite: player_shoes
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notWornSprite: shoes
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- type: Icon
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icon: shoes
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- type: entity
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parent: BaseItem
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id: JanitorUniformItem
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@@ -15,3 +18,6 @@
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- type: WearableAnimatedSprite
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sprite: player_jumpsuit_gray
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notWornSprite: janitorsuit
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- type: Icon
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icon: janitorsuit
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25
Resources/Prototypes/Entities/Door.yml
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25
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- type: entity
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id: DoorContent
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name: Actual door
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components:
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- type: Transform
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- type: Clickable
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- type: Interactable
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- type: Sprite
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drawdepth: FloorPlaceable
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sprites:
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- door_ew
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- door_ewo
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- type: Icon
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icon: door_ew
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- type: BoundingBox
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sizeX: 1.9
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offsetY: 1.5
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- type: Collidable
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- type: Door
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placement:
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snap:
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- Wall
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