44 lines
1.4 KiB
C#
44 lines
1.4 KiB
C#
using Content.Shared.Doors.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Doors.Components;
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/// <summary>
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/// Companion component to DoorComponent that handles bolt-specific behavior.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedDoorBoltSystem))]
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public sealed class DoorBoltComponent : Component
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{
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/// <summary>
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/// Sound to play when the bolts on the airlock go up.
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/// </summary>
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[DataField("boltUpSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier BoltUpSound = new SoundPathSpecifier("/Audio/Machines/boltsup.ogg");
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/// <summary>
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/// Sound to play when the bolts on the airlock go down.
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/// </summary>
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[DataField("boltDownSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier BoltDownSound = new SoundPathSpecifier("/Audio/Machines/boltsdown.ogg");
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/// <summary>
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/// Whether the door bolts are currently deployed.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool BoltsDown;
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/// <summary>
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/// Whether the bolt lights are currently enabled.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool BoltLightsEnabled = true;
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/// <summary>
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/// True if the bolt wire is cut, which will force the airlock to always be bolted as long as it has power.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool BoltWireCut;
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}
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