Make doorbumps quiet (#8812)
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@@ -305,7 +305,7 @@ public sealed class DoorSystem : SharedDoorSystem
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foreach (var other in PhysicsSystem.GetCollidingEntities(body))
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foreach (var other in PhysicsSystem.GetCollidingEntities(body))
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{
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{
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if (Tags.HasTag(other.Owner, "DoorBumpOpener") &&
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if (Tags.HasTag(other.Owner, "DoorBumpOpener") &&
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TryOpen(component.Owner, component, other.Owner)) break;
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TryOpen(component.Owner, component, other.Owner, false, quiet: true)) break;
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}
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}
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}
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}
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}
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}
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@@ -219,12 +219,12 @@ public abstract class SharedDoorSystem : EntitySystem
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#endregion
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#endregion
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#region Opening
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#region Opening
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public bool TryOpen(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
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public bool TryOpen(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false, bool quiet = false)
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{
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{
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if (!Resolve(uid, ref door))
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if (!Resolve(uid, ref door))
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return false;
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return false;
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if (!CanOpen(uid, door, user, false))
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if (!CanOpen(uid, door, user, quiet))
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return false;
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return false;
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StartOpening(uid, door, user, predicted);
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StartOpening(uid, door, user, predicted);
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