Predict doors and airlocks (#25419)
* predict doors and airlocks * prying, too * ack * eek
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@@ -124,14 +124,14 @@ public sealed partial class DoorComponent : Component
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/// If false, this door is incapable of crushing entities. This just determines whether it will apply damage and
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/// stun, not whether it can close despite entities being in the way.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public bool CanCrush = true;
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/// <summary>
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/// Whether to check for colliding entities before closing. This may be overridden by other system by subscribing to
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/// <see cref="BeforeDoorClosedEvent"/>. For example, hacked airlocks will set this to false.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public bool PerformCollisionCheck = true;
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/// <summary>
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@@ -190,7 +190,7 @@ public sealed partial class DoorComponent : Component
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/// The sprite state used for the door when it's being emagged.
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/// </summary>
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[DataField]
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public string EmaggingSpriteState = "emagging";
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public string EmaggingSpriteState = "sparks";
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/// <summary>
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/// The sprite state used for the door when it's open.
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