Airlocks retexture (#28)

* add: new airlock sprites

* fix: фикс отображения болтов двери на клиенте

* add missing states + remove redundant prototypes

---------

Co-authored-by: Remuchi <RemuchiOfficial@gmail.com>
This commit is contained in:
ThereDrD0
2024-02-05 09:22:54 +03:00
committed by GitHub
parent 4eeb4b1725
commit 6e9fba8ab9
758 changed files with 1370 additions and 802 deletions

View File

@@ -117,12 +117,36 @@ public sealed partial class AirlockComponent : Component
[DataField]
public string OpenSpriteState = "open_unlit";
/// <summary>
/// The sprite state used for the open bolted airlock lights.
/// </summary>
[DataField]
public string OpenBoltedSpriteState = "bolted_open_unlit";
/// <summary>
/// The sprite state used for the open emergency access airlock lights.
/// </summary>
[DataField]
public string OpenEmergencySpriteState = "emergency_open_unlit";
/// <summary>
/// The sprite state used for the closed airlock lights.
/// </summary>
[DataField]
public string ClosedSpriteState = "closed_unlit";
/// <summary>
/// The sprite state used for the closed bolted airlock lights.
/// </summary>
[DataField]
public string ClosedBoltedSpriteState = "bolted_unlit";
/// <summary>
/// The sprite state used for the closed bolted airlock lights.
/// </summary>
[DataField]
public string ClosedEmergencySpriteState = "emergency_unlit";
/// <summary>
/// The sprite state used for the 'access denied' lights animation.
/// </summary>

View File

@@ -460,7 +460,7 @@ public abstract class SharedDoorSystem : EntitySystem
//If the colliding entity is a slippable item ignore it by the airlock
if (otherPhysics.CollisionLayer == (int)CollisionGroup.SlipLayer && otherPhysics.CollisionMask == (int)CollisionGroup.ItemMask)
continue;
//For when doors need to close over conveyor belts
if (otherPhysics.CollisionLayer == (int) CollisionGroup.ConveyorMask)
continue;