Remove hands component reference (#15197)
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@@ -1,23 +1,20 @@
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using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Doors.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Timing;
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using System.Linq;
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using Content.Shared.DoAfter;
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using Content.Shared.Tag;
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using Content.Shared.Tools.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Doors.Systems;
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@@ -285,7 +282,7 @@ public abstract class SharedDoorSystem : EntitySystem
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// component, but no actual hands!? What!? Is this the sound of them head-butting the door to get it to open??
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// I'm 99% sure something is wrong here, but I kind of want to keep it this way.
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if (user != null && TryComp(user.Value, out SharedHandsComponent? hands) && hands.Hands.Count == 0)
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if (user != null && TryComp(user.Value, out HandsComponent? hands) && hands.Hands.Count == 0)
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PlaySound(uid, door.TryOpenDoorSound, AudioParams.Default.WithVolume(-2), user, predicted);
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}
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