Toilet Upgrade (needs review) (#22133)

* Toilet Draft

* fixes

* toilets now have secret stash to place items in cistern.

* fixes

* plungers now unblock toilets.

* fix sprite

* new sprites and fix

* fixes

* improve seat sprites.

* fix

* removed visualisersystem changed to genericvisualizers

* flush sound for toilets and copyright for toilet sprites.

* fix atrributions

* fixes

* fix datafield flushtime

* sprite improvements

* fixes

* multiple changes

* fix

* fix

* fixes remove vv

* moved stash related functions to secret stash system from toilet.

* fix

* fix

* changes for recent review.

* fix

* fix
This commit is contained in:
brainfood1183
2024-03-31 04:21:18 +01:00
committed by GitHub
parent 80c4d3ea0f
commit 5f063d2d6d
51 changed files with 890 additions and 465 deletions

View File

@@ -135,8 +135,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
{
// This is not an interaction, activation, or alternative verb type because unfortunately most users are
// unwilling to accept that this is where they belong and don't want to accidentally climb inside.
if (!component.MobsCanEnter ||
!args.CanAccess ||
if (!args.CanAccess ||
!args.CanInteract ||
component.Container.ContainedEntities.Contains(args.User) ||
!_actionBlockerSystem.CanMove(args.User))
@@ -630,10 +629,10 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
switch (state)
{
case DisposalsPressureState.Flushed:
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Flushing, appearance);
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.OverlayFlushing, appearance);
break;
case DisposalsPressureState.Pressurizing:
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Charging, appearance);
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.OverlayCharging, appearance);
break;
case DisposalsPressureState.Ready:
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Anchored, appearance);