Allow opening doors mid-deny animation, if you have the access (#24969)
Allow opening doors mid-deny animation, if you have access ofc
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@@ -59,8 +59,7 @@ namespace Content.Server.DeviceLinking.Systems
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{
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if (state == SignalState.High || state == SignalState.Momentary)
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{
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if (door.State is DoorState.Closed or DoorState.Open)
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_doorSystem.TryToggleDoor(uid, door);
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_doorSystem.TryToggleDoor(uid, door);
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}
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}
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else if (args.Port == component.InBolt)
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@@ -136,13 +136,13 @@ public sealed class DoorSystem : SharedDoorSystem
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if (!door.BumpOpen)
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return;
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if (door.State != DoorState.Closed)
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if (door.State is not (DoorState.Closed or DoorState.Denying))
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return;
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var otherUid = args.OtherEntity;
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if (Tags.HasTag(otherUid, "DoorBumpOpener"))
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TryOpen(uid, door, otherUid);
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TryOpen(uid, door, otherUid, quiet: door.State == DoorState.Denying);
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}
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private void OnEmagged(EntityUid uid, DoorComponent door, ref GotEmaggedEvent args)
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{
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@@ -212,9 +212,9 @@ public abstract class SharedDoorSystem : EntitySystem
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if (!Resolve(uid, ref door))
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return false;
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if (door.State == DoorState.Closed)
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if (door.State is DoorState.Closed or DoorState.Denying)
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{
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return TryOpen(uid, door, user, predicted);
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return TryOpen(uid, door, user, predicted, quiet: door.State == DoorState.Denying);
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}
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else if (door.State == DoorState.Open)
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{
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