Remove ICollideSpecial
Handled in an ECS way by PreventCollideEvent. The disposals one doesn't work anyway and would've required a larger refactor of disposals to fix so out of scope.
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@@ -231,7 +231,7 @@ namespace Content.Server.GameObjects.Components.Doors
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// Disabled because it makes it suck hard to walk through double doors.
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TryOpen(otherFixture.Body.Owner);
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}
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#region Opening
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@@ -266,14 +266,14 @@ namespace Content.Server.GameObjects.Components.Doors
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return true;
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}
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var doorSystem = EntitySystem.Get<ServerDoorSystem>();
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var doorSystem = EntitySystem.Get<DoorSystem>();
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var isAirlockExternal = HasAccessType("External");
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return doorSystem.AccessType switch
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{
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ServerDoorSystem.AccessTypes.AllowAll => true,
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ServerDoorSystem.AccessTypes.AllowAllIdExternal => isAirlockExternal || access.IsAllowed(user),
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ServerDoorSystem.AccessTypes.AllowAllNoExternal => !isAirlockExternal,
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DoorSystem.AccessTypes.AllowAll => true,
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DoorSystem.AccessTypes.AllowAllIdExternal => isAirlockExternal || access.IsAllowed(user),
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DoorSystem.AccessTypes.AllowAllNoExternal => !isAirlockExternal,
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_ => access.IsAllowed(user)
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};
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}
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