Remove IStartCollide from doors (#4319)

This commit is contained in:
metalgearsloth
2021-07-21 20:28:37 +10:00
committed by GitHub
parent 4b78e0a4e0
commit cf1b6246da
2 changed files with 23 additions and 20 deletions

View File

@@ -33,7 +33,7 @@ namespace Content.Server.Doors.Components
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(SharedDoorComponent))]
public class ServerDoorComponent : SharedDoorComponent, IActivate, IStartCollide, IInteractUsing, IMapInit
public class ServerDoorComponent : SharedDoorComponent, IActivate, IInteractUsing, IMapInit
{
[ComponentDependency]
private readonly IDoorCheck? _doorCheck = null;
@@ -96,7 +96,7 @@ namespace Content.Server.Doors.Components
/// Whether the door will open when it is bumped into.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("bumpOpen")]
private bool _bumpOpen = true;
public bool BumpOpen = true;
/// <summary>
/// Whether the door starts open when it's first loaded from prototype. A door won't start open if its prototype is also welded shut.
@@ -208,24 +208,6 @@ namespace Content.Server.Doors.Components
}
}
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
if (State != DoorState.Closed)
{
return;
}
if (!_bumpOpen)
{
return;
}
// Disabled because it makes it suck hard to walk through double doors.
TryOpen(otherFixture.Body.Owner);
}
#region Opening
public void TryOpen(IEntity user)