Stop puddles and soap from blocking doors (#16258)
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@@ -5,11 +5,11 @@ using Content.Shared.DoAfter;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Content.Shared.Stunnable;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Physics.Systems;
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@@ -446,6 +446,10 @@ public abstract class SharedDoorSystem : EntitySystem
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if (!otherPhysics.CanCollide)
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if (!otherPhysics.CanCollide)
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continue;
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continue;
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//If the colliding entity is a slippable item ignore it by the airlock
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if (otherPhysics.CollisionLayer == (int) CollisionGroup.SlipLayer && otherPhysics.CollisionMask == (int) CollisionGroup.ItemMask)
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continue;
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if ((physics.CollisionMask & otherPhysics.CollisionLayer) == 0 && (otherPhysics.CollisionMask & physics.CollisionLayer) == 0)
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if ((physics.CollisionMask & otherPhysics.CollisionLayer) == 0 && (otherPhysics.CollisionMask & physics.CollisionLayer) == 0)
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continue;
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continue;
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@@ -85,7 +85,6 @@
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layers:
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layers:
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- sprite: Fluids/puddle.rsi
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- sprite: Fluids/puddle.rsi
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state: splat0
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state: splat0
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netsync: false
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drawdepth: FloorObjects
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drawdepth: FloorObjects
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color: "#FFFFFF80"
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color: "#FFFFFF80"
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- type: Physics
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- type: Physics
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@@ -27,9 +27,9 @@
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shape:
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shape:
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!type:PhysShapeAabb
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!type:PhysShapeAabb
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bounds: "-0.4,-0.3,0.4,0.3"
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bounds: "-0.4,-0.3,0.4,0.3"
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hard: false
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layer:
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layer:
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- SlipLayer
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- SlipLayer
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hard: false
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fix1:
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fix1:
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shape:
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shape:
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!type:PhysShapeAabb
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!type:PhysShapeAabb
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