using Content.Shared.Doors.Components; using Content.Shared.Doors.Systems; using Robust.Client.GameObjects; using Robust.Shared.Audio; using Robust.Shared.GameObjects; using Robust.Shared.Player; namespace Content.Client.Doors; public sealed class DoorSystem : SharedDoorSystem { // Gotta love it when both the client-side and server-side sprite components both have a draw depth, but for // whatever bloody reason the shared component doesn't. protected override void UpdateAppearance(EntityUid uid, DoorComponent? door = null) { if (!Resolve(uid, ref door)) return; base.UpdateAppearance(uid, door); if (TryComp(uid, out SpriteComponent? sprite)) { sprite.DrawDepth = (door.State == DoorState.Open) ? door.OpenDrawDepth : door.ClosedDrawDepth; } } // TODO AUDIO PREDICT see comments in server-side PlaySound() protected override void PlaySound(EntityUid uid, string sound, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted) { if (GameTiming.InPrediction && GameTiming.IsFirstTimePredicted) SoundSystem.Play(Filter.Local(), sound, uid, audioParams); } }