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] [RegisterComponent]
[ComponentReference(typeof(IActivate))] [ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(SharedDoorComponent))] [ComponentReference(typeof(SharedDoorComponent))]
public class ServerDoorComponent : SharedDoorComponent, IActivate, IStartCollide, IInteractUsing, IMapInit public class ServerDoorComponent : SharedDoorComponent, IActivate, IInteractUsing, IMapInit
{ {
[ComponentDependency] [ComponentDependency]
private readonly IDoorCheck? _doorCheck = null; private readonly IDoorCheck? _doorCheck = null;
@@ -96,7 +96,7 @@ namespace Content.Server.Doors.Components
/// Whether the door will open when it is bumped into. /// Whether the door will open when it is bumped into.
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("bumpOpen")] [ViewVariables(VVAccess.ReadWrite)] [DataField("bumpOpen")]
private bool _bumpOpen = true; public bool BumpOpen = true;
/// <summary> /// <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. /// 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 #region Opening
public void TryOpen(IEntity user) public void TryOpen(IEntity user)

View File

@@ -1,4 +1,7 @@
using Content.Server.Doors.Components;
using Content.Shared.Doors; using Content.Shared.Doors;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics.Dynamics;
namespace Content.Server.Doors namespace Content.Server.Doors
{ {
@@ -37,6 +40,24 @@ namespace Content.Server.Doors
base.Initialize(); base.Initialize();
AccessType = AccessTypes.Id; AccessType = AccessTypes.Id;
SubscribeLocalEvent<ServerDoorComponent, StartCollideEvent>(HandleCollide);
}
private void HandleCollide(EntityUid uid, ServerDoorComponent component, StartCollideEvent args)
{
if (component.State != SharedDoorComponent.DoorState.Closed)
{
return;
}
if (!component.BumpOpen)
{
return;
}
// Disabled because it makes it suck hard to walk through double doors.
component.TryOpen(args.OtherFixture.Body.Owner);
} }
} }
} }