Airlock / firelock code refactor, pseudo-prediction implementation (#3037)
* splits off airlocks, firelocks * adds airlock prediction. anims broken though * fixes animation weirdness * removes opacity prediction because it looked odd * Now firelocks don't visually start open. Argh. * Fixes firelock weirdness, saneifies _state var. * Documentation changes, code shuffle. * Lets firelocks crush people. * Stops open-hand opening/closing firelocks. * updates serializable, netserializable attributes * Addresses reviews... hopefully. * updates submodule? * nullability * fuck fuck fuck fuck * fucking finally
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
using System;
|
||||
using System;
|
||||
using System.Threading;
|
||||
using Content.Server.GameObjects.Components.Suspicion;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
@@ -53,7 +53,7 @@ namespace Content.Server.GameTicking.GameRules
|
||||
EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Misc/tatoralert.ogg", AudioParams.Default, Predicate);
|
||||
EntitySystem.Get<SuspicionEndTimerSystem>().EndTime = _endTime;
|
||||
|
||||
EntitySystem.Get<DoorSystem>().AccessType = DoorSystem.AccessTypes.AllowAllNoExternal;
|
||||
EntitySystem.Get<ServerDoorSystem>().AccessType = ServerDoorSystem.AccessTypes.AllowAllNoExternal;
|
||||
|
||||
Timer.SpawnRepeating(DeadCheckDelay, CheckWinConditions, _checkTimerCancel.Token);
|
||||
}
|
||||
@@ -62,7 +62,7 @@ namespace Content.Server.GameTicking.GameRules
|
||||
{
|
||||
base.Removed();
|
||||
|
||||
EntitySystem.Get<DoorSystem>().AccessType = DoorSystem.AccessTypes.Id;
|
||||
EntitySystem.Get<ServerDoorSystem>().AccessType = ServerDoorSystem.AccessTypes.Id;
|
||||
EntitySystem.Get<SuspicionEndTimerSystem>().EndTime = null;
|
||||
|
||||
_checkTimerCancel.Cancel();
|
||||
|
||||
Reference in New Issue
Block a user