diff --git a/Content.Server/Doors/Systems/DoorSystem.cs b/Content.Server/Doors/Systems/DoorSystem.cs index 560149f228..fffc0a4e1f 100644 --- a/Content.Server/Doors/Systems/DoorSystem.cs +++ b/Content.Server/Doors/Systems/DoorSystem.cs @@ -28,8 +28,6 @@ public sealed class DoorSystem : SharedDoorSystem { base.Initialize(); - - SubscribeLocalEvent(OnBeforeDoorPry); SubscribeLocalEvent(OnWeldAttempt); SubscribeLocalEvent(OnWeldChanged); SubscribeLocalEvent(OnEmagged); @@ -124,12 +122,6 @@ public sealed class DoorSystem : SharedDoorSystem else if (component.State == DoorState.Welded) SetState(uid, DoorState.Closed, component); } - - private void OnBeforeDoorPry(EntityUid id, DoorComponent door, ref BeforePryEvent args) - { - if (door.State == DoorState.Welded || !door.CanPry) - args.Cancelled = true; - } #endregion diff --git a/Content.Shared/Doors/Systems/SharedDoorSystem.cs b/Content.Shared/Doors/Systems/SharedDoorSystem.cs index 74ce120cd0..954c22df38 100644 --- a/Content.Shared/Doors/Systems/SharedDoorSystem.cs +++ b/Content.Shared/Doors/Systems/SharedDoorSystem.cs @@ -60,6 +60,7 @@ public abstract class SharedDoorSystem : EntitySystem SubscribeLocalEvent(HandleCollide); SubscribeLocalEvent(PreventCollision); + SubscribeLocalEvent(OnBeforePry); SubscribeLocalEvent(OnPryTimeModifier); } @@ -175,6 +176,12 @@ public abstract class SharedDoorSystem : EntitySystem args.BaseTime = door.PryTime; } + private void OnBeforePry(EntityUid uid, DoorComponent door, ref BeforePryEvent args) + { + if (door.State == DoorState.Welded || !door.CanPry) + args.Cancelled = true; + } + /// /// Update the door state/visuals and play an access denied sound when a user without access interacts with the /// door. @@ -460,7 +467,7 @@ 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;