Add security barriers (#4458)
* Add sprites * Lock system now raises lock toggle events * Add prototype and barrier system * Toggle lock on click * Barrier blocks bullets (like a real wall) * Barrier now destroyable * Fancy visualzer and lighting. Also unlock by default * Deleted comma * Ignored components? * Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Toggle Lock no longer handled * Made it much easier to move through airlocks Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -57,6 +57,7 @@ namespace Content.Client.Entry
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"CablePlacer",
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"Drink",
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"Food",
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"DeployableBarrier",
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"MagicMirror",
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"FloorTile",
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"ShuttleController",
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39
Content.Client/Security/DeployableBarrierVisualizer.cs
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39
Content.Client/Security/DeployableBarrierVisualizer.cs
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@@ -0,0 +1,39 @@
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using Content.Shared.Security;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Security
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{
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[UsedImplicitly]
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public class DeployableBarrierVisualizer : AppearanceVisualizer
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{
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (!component.Owner.TryGetComponent(out SpriteComponent? sprite))
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return;
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if (!component.TryGetData(DeployableBarrierVisuals.State, out DeployableBarrierState state))
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return;
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switch (state)
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{
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case DeployableBarrierState.Idle:
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sprite.LayerSetState(0, "idle");
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ToggleLight(component, false);
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break;
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case DeployableBarrierState.Deployed:
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sprite.LayerSetState(0, "deployed");
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ToggleLight(component, true);
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break;
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}
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}
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private void ToggleLight(AppearanceComponent component, bool enabled)
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{
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if (component.Owner.TryGetComponent(out PointLightComponent? light))
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light.Enabled = enabled;
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}
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}
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}
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@@ -20,6 +20,7 @@ namespace Content.Server.Storage.Components
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public override string Name => "Lock";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("locked")] public bool Locked { get; set; } = true;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("lockOnClick")] public bool LockOnClick { get; set; } = false;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("unlockingSound")] public SoundSpecifier UnlockSound { get; set; } = new SoundPathSpecifier("/Audio/Machines/door_lock_off.ogg");
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[ViewVariables(VVAccess.ReadWrite)] [DataField("lockingSound")] public SoundSpecifier LockSound { get; set; } = new SoundPathSpecifier("/Audio/Machines/door_lock_off.ogg");
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@@ -43,6 +43,11 @@ namespace Content.Server.Lock
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{
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DoUnlock(lockComp, args);
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}
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else
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{
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if (lockComp.LockOnClick)
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DoLock(lockComp, args);
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}
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}
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private void OnExamined(EntityUid eUI, LockComponent lockComp, ExaminedEvent args)
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@@ -73,6 +78,8 @@ namespace Content.Server.Lock
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appearanceComp.SetData(StorageVisuals.Locked, true);
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}
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RaiseLocalEvent(lockComp.Owner.Uid, new LockToggledEvent(true));
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args.Handled = true;
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}
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@@ -95,6 +102,8 @@ namespace Content.Server.Lock
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appearanceComp.SetData(StorageVisuals.Locked, false);
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}
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RaiseLocalEvent(lockComp.Owner.Uid, new LockToggledEvent(false));
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// To stop EntityStorageComponent from opening right after the container gets unlocked
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args.Handled = true;
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}
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14
Content.Server/Lock/LockToggledEvent.cs
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14
Content.Server/Lock/LockToggledEvent.cs
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@@ -0,0 +1,14 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.Lock
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{
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public class LockToggledEvent : EntityEventArgs
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{
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public readonly bool Locked;
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public LockToggledEvent(bool locked)
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{
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Locked = locked;
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}
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}
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}
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@@ -0,0 +1,10 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.Security
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{
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[RegisterComponent]
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public class DeployableBarrierComponent : Component
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{
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public override string Name => "DeployableBarrier";
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}
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}
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43
Content.Server/Security/Systems/DeployableBarrierSystem.cs
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43
Content.Server/Security/Systems/DeployableBarrierSystem.cs
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@@ -0,0 +1,43 @@
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using Content.Server.Lock;
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using Content.Server.Storage.Components;
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using Content.Shared.Security;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using System;
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namespace Content.Server.Security.Systems
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{
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public class DeployableBarrierSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DeployableBarrierComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<DeployableBarrierComponent, LockToggledEvent>(OnLockToggled);
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}
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private void OnStartup(EntityUid uid, DeployableBarrierComponent component, ComponentStartup args)
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{
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if (!component.Owner.TryGetComponent(out LockComponent? lockComponent))
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return;
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ToggleBarrierDeploy(component, lockComponent.Locked);
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}
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private void OnLockToggled(EntityUid uid, DeployableBarrierComponent component, LockToggledEvent args)
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{
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ToggleBarrierDeploy(component, args.Locked);
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}
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private void ToggleBarrierDeploy(DeployableBarrierComponent component, bool isDeployed)
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{
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component.Owner.Transform.Anchored = isDeployed;
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if (!component.Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
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return;
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var state = isDeployed ? DeployableBarrierState.Deployed : DeployableBarrierState.Idle;
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appearanceComponent.SetData(DeployableBarrierVisuals.State, state);
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}
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}
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}
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23
Content.Shared/Security/DeployableBarrierVisuals.cs
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23
Content.Shared/Security/DeployableBarrierVisuals.cs
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@@ -0,0 +1,23 @@
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using Robust.Shared.Serialization;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Content.Shared.Security
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{
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[Serializable, NetSerializable]
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public enum DeployableBarrierVisuals : byte
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{
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State
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}
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[Serializable, NetSerializable]
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public enum DeployableBarrierState : byte
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{
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Idle,
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Deployed
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}
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}
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@@ -0,0 +1,55 @@
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- type: entity
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name: deployable barrier
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id: DeployableBarrier
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description: A deployable barrier. Swipe your ID card to lock/unlock it.
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parent: BaseStructure
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components:
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- type: Sprite
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sprite: Objects/Specific/Security/barrier.rsi
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netsync: false
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state: idle
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- type: InteractionOutline
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- type: Physics
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fixtures:
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- shape:
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!type:PhysShapeCircle
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radius: 0.45
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layer:
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- Opaque
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- Impassable
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- VaultImpassable
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- SmallImpassable
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mask:
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- Impassable
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mass: 150
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- type: AccessReader
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access: [["Security"]]
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- type: Lock
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locked: false
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lockOnClick: true # toggle lock just by clicking on barrier
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- type: DeployableBarrier
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- type: Damageable
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resistances: metallicResistances
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 300
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behaviors:
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- !type:SpawnEntitiesBehavior
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spawn:
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SheetSteel:
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min: 5
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max: 5
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- !type:PlaySoundBehavior
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sound:
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path: /Audio/Effects/metalbreak.ogg
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- !type:DoActsBehavior
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acts: [ "Destruction" ]
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- type: PointLight
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enabled: false
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radius: 3
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color: red
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- type: Appearance
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visuals:
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- type: DeployableBarrierVisualizer
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Binary file not shown.
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After Width: | Height: | Size: 1.4 KiB |
Binary file not shown.
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After Width: | Height: | Size: 824 B |
@@ -0,0 +1,26 @@
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{
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"version": 1,
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"size": {
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"x": 32,
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"y": 32
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},
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"license": "CC-BY-SA-3.0",
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"copyright": "Taken from cev-eris at https://github.com/discordia-space/CEV-Eris/commit/476e374cea95ff5e8b1603c48342bf700e2cd7af",
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"states": [
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{
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"name": "idle"
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},
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{
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"name": "deployed",
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"delays": [
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[
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0.1,
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0.1,
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0.1,
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0.1,
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0.5
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]
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]
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}
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]
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}
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