Predict doors and airlocks (#25419)

* predict doors and airlocks

* prying, too

* ack

* eek
This commit is contained in:
Nemanja
2024-02-22 18:01:31 -05:00
committed by GitHub
parent b7747596f1
commit ce0a51fc29
25 changed files with 444 additions and 559 deletions

View File

@@ -124,14 +124,14 @@ public sealed partial class DoorComponent : Component
/// If false, this door is incapable of crushing entities. This just determines whether it will apply damage and
/// stun, not whether it can close despite entities being in the way.
/// </summary>
[DataField]
[DataField, AutoNetworkedField]
public bool CanCrush = true;
/// <summary>
/// Whether to check for colliding entities before closing. This may be overridden by other system by subscribing to
/// <see cref="BeforeDoorClosedEvent"/>. For example, hacked airlocks will set this to false.
/// </summary>
[DataField]
[DataField, AutoNetworkedField]
public bool PerformCollisionCheck = true;
/// <summary>
@@ -190,7 +190,7 @@ public sealed partial class DoorComponent : Component
/// The sprite state used for the door when it's being emagged.
/// </summary>
[DataField]
public string EmaggingSpriteState = "emagging";
public string EmaggingSpriteState = "sparks";
/// <summary>
/// The sprite state used for the door when it's open.