Disable automatic on-touch activation of external airlocks (#2385)
* Disable automatic on-touch activation of external airlocks It's a total pain to reliably get inside a two-door airlock without tripping the firelocks, and that's if you're *intending* to use it properly... People keep draining the entryway air on the sandbox servers (so people have to crowbar the firelocks open, and this reduces available air) * Disable automatic on-touch activation of external airlocks: Change auto_open to autoOpen * Change auto to bump Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -80,6 +80,10 @@ namespace Content.Server.GameObjects.Components.Doors
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public bool Occludes => _occludes;
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[ViewVariables(VVAccess.ReadWrite)] private bool _bumpOpen;
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public bool BumpOpen => _bumpOpen;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool IsWeldedShut
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{
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@@ -112,6 +116,7 @@ namespace Content.Server.GameObjects.Components.Doors
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base.ExposeData(serializer);
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serializer.DataField(ref _occludes, "occludes", true);
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serializer.DataField(ref _bumpOpen, "bumpOpen", true);
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serializer.DataField(ref _isWeldedShut, "welded", false);
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serializer.DataField(ref _canCrush, "canCrush", true);
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}
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@@ -147,6 +152,11 @@ namespace Content.Server.GameObjects.Components.Doors
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return;
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}
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if (!_bumpOpen)
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{
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return;
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}
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// Disabled because it makes it suck hard to walk through double doors.
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if (entity.HasComponent<IBody>())
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@@ -3,7 +3,10 @@
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parent: Airlock
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id: AirlockExternal
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suffix: External
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description: "It opens, it closes, it might crush you, and there might be only space behind it.\nHas to be manually activated."
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components:
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- type: Airlock
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bumpOpen: false
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- type: Sprite
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sprite: Constructible/Structures/Doors/airlock_external.rsi
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- type: Appearance
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