Predict doors and airlocks (#25419)
* predict doors and airlocks * prying, too * ack * eek
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@@ -36,7 +36,6 @@ public sealed class MagicSystem : EntitySystem
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[Dependency] private readonly IComponentFactory _compFact = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DoorBoltSystem _boltsSystem = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedDoorSystem _doorSystem = default!;
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@@ -307,7 +306,7 @@ public sealed class MagicSystem : EntitySystem
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foreach (var entity in _lookup.GetEntitiesInRange(coords, args.Range))
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{
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if (TryComp<DoorBoltComponent>(entity, out var bolts))
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_boltsSystem.SetBoltsDown(entity, bolts, false);
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_doorSystem.SetBoltsDown((entity, bolts), false);
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if (TryComp<DoorComponent>(entity, out var doorComp) && doorComp.State is not DoorState.Open)
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_doorSystem.StartOpening(entity);
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