Files
tbd-station-14/Content.Server/GameObjects/Components/Access/AccessReaderChangeMessage.cs
metalgearsloth 805a5f1689 Refactor pathfinding updates and add AccessReader support (#1183)
There was some extra bloat in the path graph updates.
Now the queue should also just run if it gets too big regardless.
Un-anchored physics objects are no longer a hard fail for pathfinding.
Add AccessReader support so open / close doors show up for pathfinding
AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job.

I tried to split these into 2 commits but they were kinda coupled together

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-22 18:55:50 +02:00

16 lines
396 B
C#

using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Access
{
public sealed class AccessReaderChangeMessage : EntitySystemMessage
{
public EntityUid Uid { get; }
public bool Enabled { get; }
public AccessReaderChangeMessage(EntityUid uid, bool enabled)
{
Uid = uid;
Enabled = enabled;
}
}
}