ECS Doors (#5887)
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@@ -1,8 +1,9 @@
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using System;
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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 Content.Server.Doors.Components;
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using Content.Shared.Access.Components;
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using Content.Shared.Doors.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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@@ -262,7 +263,7 @@ namespace Content.Server.AI.Pathfinding
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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// If we're a door
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if (entMan.HasComponent<AirlockComponent>(entity) || entMan.HasComponent<ServerDoorComponent>(entity))
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if (entMan.HasComponent<AirlockComponent>(entity) || entMan.HasComponent<DoorComponent>(entity))
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{
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// If we need access to traverse this then add to readers, otherwise no point adding it (except for maybe tile costs in future)
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// TODO: Check for powered I think (also need an event for when it's depowered
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