Fixes reset propagation for atmospheric alarm receivers, adds CVar for fire alarm all access (#11020)
* adds a check for if a firelock is powered before auto-opening * fixes issue where resets would not propagate properly * adds cvar bound for fire alarm access (defaults to all access)
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@@ -3,12 +3,15 @@ using Content.Server.Atmos.Monitor.Components;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Access.Systems;
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using Content.Shared.AlertLevel;
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using Content.Shared.Atmos.Monitor;
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using Content.Shared.CCVar;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.Interaction;
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using Content.Shared.Emag.Systems;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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namespace Content.Server.Atmos.Monitor.Systems;
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@@ -17,6 +20,8 @@ public sealed class FireAlarmSystem : EntitySystem
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[Dependency] private readonly AtmosDeviceNetworkSystem _atmosDevNet = default!;
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[Dependency] private readonly AtmosAlarmableSystem _atmosAlarmable = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly AccessReaderSystem _access = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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public override void Initialize()
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{
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@@ -36,6 +41,9 @@ public sealed class FireAlarmSystem : EntitySystem
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if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target))
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return;
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if (!_configManager.GetCVar(CCVars.FireAlarmAllAccess) && !_access.IsAllowed(args.User, args.Target))
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return;
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if (this.IsPowered(uid, EntityManager))
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{
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if (!_atmosAlarmable.TryGetHighestAlert(uid, out var alarm))
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