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)
This commit is contained in:
Flipp Syder
2022-09-05 18:15:50 -07:00
committed by GitHub
parent 8114d9d614
commit 8cbcf2d640
4 changed files with 37 additions and 15 deletions

View File

@@ -1185,6 +1185,18 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<float> GhostRoleTime =
CVarDef.Create("ghost.role_time", 3f, CVar.REPLICATED);
/*
* Fire alarm
*/
/// <summary>
/// If fire alarms should have all access, or if activating/resetting these
/// should be restricted to what is dictated on a player's access card.
/// Defaults to true.
/// </summary>
public static readonly CVarDef<bool> FireAlarmAllAccess =
CVarDef.Create("firealarm.allaccess", true, CVar.SERVERONLY);
/*
* PLAYTIME
*/