Glass airlocks actually let light through.
This commit is contained in:
@@ -8,7 +8,9 @@ using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Network;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timers;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using CancellationTokenSource = System.Threading.CancellationTokenSource;
|
||||
|
||||
namespace Content.Server.GameObjects
|
||||
@@ -38,6 +40,16 @@ namespace Content.Server.GameObjects
|
||||
private static readonly TimeSpan OpenTimeTwo = TimeSpan.FromSeconds(0.9f);
|
||||
private static readonly TimeSpan DenyTime = TimeSpan.FromSeconds(0.45f);
|
||||
|
||||
[ViewVariables]
|
||||
private bool _occludes;
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
|
||||
serializer.DataField(ref _occludes, "occludes", true);
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
@@ -136,7 +148,7 @@ namespace Content.Server.GameObjects
|
||||
|
||||
State = DoorState.Opening;
|
||||
SetAppearance(DoorVisualState.Opening);
|
||||
if (Owner.TryGetComponent(out OccluderComponent occluder))
|
||||
if (_occludes && Owner.TryGetComponent(out OccluderComponent occluder))
|
||||
{
|
||||
occluder.Enabled = false;
|
||||
}
|
||||
@@ -194,7 +206,7 @@ namespace Content.Server.GameObjects
|
||||
{
|
||||
State = DoorState.Closed;
|
||||
SetAppearance(DoorVisualState.Closed);
|
||||
if (Owner.TryGetComponent(out OccluderComponent occluder))
|
||||
if (_occludes && Owner.TryGetComponent(out OccluderComponent occluder))
|
||||
{
|
||||
occluder.Enabled = true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user