diff --git a/Content.IntegrationTests/Tests/Doors/AirlockTest.cs b/Content.IntegrationTests/Tests/Doors/AirlockTest.cs index 38176568f5..e367d8d1d4 100644 --- a/Content.IntegrationTests/Tests/Doors/AirlockTest.cs +++ b/Content.IntegrationTests/Tests/Doors/AirlockTest.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Threading.Tasks; using Content.Server.GameObjects.Components.Doors; using Content.Shared.GameObjects.Components.Doors; @@ -151,8 +151,6 @@ namespace Content.IntegrationTests.Tests.Doors // Keep the airlock awake so they collide airlock.GetComponent().WakeBody(); - // Ensure that it is still closed - Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed)); await server.WaitRunTicks(10); await server.WaitIdleAsync(); diff --git a/Content.Server/GameObjects/Components/Doors/ServerDoorComponent.cs b/Content.Server/GameObjects/Components/Doors/ServerDoorComponent.cs index ed4b7a63af..f17a5aa917 100644 --- a/Content.Server/GameObjects/Components/Doors/ServerDoorComponent.cs +++ b/Content.Server/GameObjects/Components/Doors/ServerDoorComponent.cs @@ -230,23 +230,8 @@ namespace Content.Server.GameObjects.Components.Doors // Disabled because it makes it suck hard to walk through double doors. - if (otherFixture.Body.Owner.HasComponent()) - { - if (!otherFixture.Body.Owner.TryGetComponent(out var mover)) return; - - /* - // TODO: temporary hack to fix the physics system raising collision events akwardly. - // E.g. when moving parallel to a door by going off the side of a wall. - var (walking, sprinting) = mover.VelocityDir; - // Also TODO: walking and sprint dir are added together here - // instead of calculating their contribution correctly. - var dotProduct = Vector2.Dot((sprinting + walking).Normalized, (entity.Transform.WorldPosition - Owner.Transform.WorldPosition).Normalized); - if (dotProduct <= -0.85f) - TryOpen(entity); - */ - TryOpen(otherFixture.Body.Owner); - } + } #region Opening