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OldThink/Content.Server/GameObjects/Components/Access/AccessReaderChangeMessage.cs

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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>
2020-06-23 02:55:50 +10:00
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;
}
}
}
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