Update for collision events by-ref (#10933)
This commit is contained in:
@@ -21,6 +21,8 @@ using Robust.Shared.Containers;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
using Robust.Shared.Player;
|
||||
using System.Linq;
|
||||
using Robust.Shared.Physics.Components;
|
||||
using Robust.Shared.Physics.Events;
|
||||
|
||||
namespace Content.Server.Doors.Systems;
|
||||
|
||||
@@ -256,7 +258,7 @@ public sealed class DoorSystem : SharedDoorSystem
|
||||
/// Open a door if a player or door-bumper (PDA, ID-card) collide with the door. Sadly, bullets no longer
|
||||
/// generate "access denied" sounds as you fire at a door.
|
||||
/// </summary>
|
||||
protected override void HandleCollide(EntityUid uid, DoorComponent door, StartCollideEvent args)
|
||||
protected override void HandleCollide(EntityUid uid, DoorComponent door, ref StartCollideEvent args)
|
||||
{
|
||||
// TODO ACCESS READER move access reader to shared and predict door opening/closing
|
||||
// Then this can be moved to the shared system without mispredicting.
|
||||
|
||||
Reference in New Issue
Block a user