Add door emag visuals and sound (#6971)
Co-authored-by: fishfish458 <fishfish458>
This commit is contained in:
@@ -135,6 +135,11 @@ public abstract class SharedDoorSystem : EntitySystem
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door.NextStateChange = GameTiming.CurTime + door.DenyDuration;
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break;
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case DoorState.Emagging:
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_activeDoors.Add(door);
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door.NextStateChange = GameTiming.CurTime + door.EmagDuration;
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break;
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case DoorState.Open:
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case DoorState.Closed:
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door.Partial = false;
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@@ -352,7 +357,7 @@ public abstract class SharedDoorSystem : EntitySystem
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SetCollidable(uid, true, door, physics);
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door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
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_activeDoors.Add(door);
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// Crush any entities. Note that we don't check airlock safety here. This should have been checked before
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// the door closed.
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Crush(uid, door, physics);
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@@ -579,6 +584,10 @@ public abstract class SharedDoorSystem : EntitySystem
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SetState(door.Owner, DoorState.Closed, door);
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break;
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case DoorState.Emagging:
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StartOpening(door.Owner, door);
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break;
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case DoorState.Open:
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// This door is open, and queued for an auto-close.
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if (!TryClose(door.Owner, door, predicted: true))
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