EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -1,6 +1,7 @@
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using Content.Client.Wires.Visualizers;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Prying.Components;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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@@ -15,6 +16,13 @@ public sealed class AirlockSystem : SharedAirlockSystem
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base.Initialize();
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SubscribeLocalEvent<AirlockComponent, ComponentStartup>(OnComponentStartup);
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SubscribeLocalEvent<AirlockComponent, AppearanceChangeEvent>(OnAppearanceChange);
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SubscribeLocalEvent<AirlockComponent, BeforePryEvent>(OnAirlockPryAttempt);
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}
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private void OnAirlockPryAttempt(EntityUid uid, AirlockComponent component, ref BeforePryEvent args)
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{
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// TODO: Temporary until airlocks predicted.
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args.Cancelled = true;
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}
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private void OnComponentStartup(EntityUid uid, AirlockComponent comp, ComponentStartup args)
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