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crystall-punk-14/Content.Shared/Doors/Components/FirelockComponent.cs

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using Robust.Shared.GameStates;
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namespace Content.Shared.Doors.Components
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{
/// <summary>
/// Companion component to <see cref="DoorComponent"/> that handles firelock-specific behavior, including
/// auto-closing on depressurization, air/fire alarm interactions, and preventing normal door functions when
/// retaining pressure..
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FirelockComponent : Component
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{
#region Settings
/// <summary>
/// Pry time modifier to be used when the firelock is currently closed due to fire or pressure.
/// </summary>
/// <returns></returns>
[DataField("lockedPryTimeModifier"), ViewVariables(VVAccess.ReadWrite)]
public float LockedPryTimeModifier = 1.5f;
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/// <summary>
/// Maximum pressure difference before the firelock will refuse to open, in kPa.
/// </summary>
[DataField("pressureThreshold"), ViewVariables(VVAccess.ReadWrite)]
public float PressureThreshold = 20;
(Smaller) Construction PR - (IC Construction) (#2575) * Disable Pulling When Buckling an entity * Projectile Improvements If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets. - Dead people are still unhitable * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Firelock In Progress * Revert "Projectile Improvements" This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4. * Firelock Graph * Revert "Merge branch 'master' into test2" This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c. * Bunch of stuff - Metal Rods - Reinforced Glass - SetStackCount Condition - Tables - Lattice * Output2 to FloorTileItemComponent * Plating, Underplating and Tiles (+FloorTile Improvements) * Turf Fixes + APC Electronics * Reinforced Glass In-hand textures * All the fixes * Final Changes * (Hopefully) Last commit * Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * A Few more things * Edit FirelockComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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/// <summary>
/// Maximum temperature difference before the firelock will refuse to open, in k.
/// </summary>
[DataField("temperatureThreshold"), ViewVariables(VVAccess.ReadWrite)]
public float TemperatureThreshold = 330;
// this used to check for hot-spots, but because accessing that data is a a mess this now just checks
// temperature. This does mean a cold room will trigger hot-air pop-ups
/// <summary>
/// If true, and if this door has an <see cref="AtmosAlarmableComponent"/>, then it will only auto-close if the
/// alarm is set to danger.
/// </summary>
[DataField("alarmAutoClose"), ViewVariables(VVAccess.ReadWrite)]
public bool AlarmAutoClose = true;
/// <summary>
/// The cooldown duration before a firelock can automatically close due to a hazardous environment after it has
/// been pried open. Measured in seconds.
/// </summary>
[DataField]
public TimeSpan EmergencyCloseCooldownDuration = TimeSpan.FromSeconds(2);
#endregion
#region Set by system
/// <summary>
/// When the firelock will be allowed to automatically close again due to a hazardous environment.
/// </summary>
[DataField]
public TimeSpan? EmergencyCloseCooldown;
/// <summary>
/// Whether the firelock can open, or is locked due to its environment.
/// </summary>
public bool IsLocked => Pressure || Temperature;
/// <summary>
/// Whether the firelock is holding back a hazardous pressure.
/// </summary>
[DataField, AutoNetworkedField]
public bool Pressure;
/// <summary>
/// Whether the firelock is holding back extreme temperatures.
/// </summary>
[DataField, AutoNetworkedField]
public bool Temperature;
/// <summary>
/// Whether the airlock is powered.
/// </summary>
[DataField, AutoNetworkedField]
public bool Powered;
#endregion
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}
}