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Class DoorSystem

Inheritance
System.Object
SharedDoorSystem
DoorSystem
Namespace: Content.Server.Doors.Systems
Assembly: Content.Server.dll
Syntax
public sealed class DoorSystem : SharedDoorSystem

Methods

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CheckDoorBump(DoorComponent, PhysicsComponent)

Declaration
protected override void CheckDoorBump(DoorComponent component, PhysicsComponent body)
Parameters
Type Name Description
DoorComponent component
Robust.Shared.Physics.Components.PhysicsComponent body
Overrides
SharedDoorSystem.CheckDoorBump(DoorComponent, PhysicsComponent)
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HandleCollide(EntityUid, DoorComponent, ref StartCollideEvent)

Open a door if a player or door-bumper (PDA, ID-card) collide with the door. Sadly, bullets no longer generate "access denied" sounds as you fire at a door.

Declaration
protected override void HandleCollide(EntityUid uid, DoorComponent door, ref StartCollideEvent args)
Parameters
Type Name Description
EntityUid uid
DoorComponent door
Robust.Shared.Physics.Events.StartCollideEvent args
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Initialize()

Declaration
public override void Initialize()
Overrides
SharedDoorSystem.Initialize()
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OnActivate(EntityUid, DoorComponent, ActivateInWorldEvent)

Declaration
protected override void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
Parameters
Type Name Description
EntityUid uid
DoorComponent door
ActivateInWorldEvent args
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PlaySound(EntityUid, SoundSpecifier, AudioParams, Nullable<EntityUid>, Boolean)

Selectively send sound to clients, taking care to not send the double-audio.

Declaration
protected override void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
Parameters
Type Name Description
EntityUid uid

The audio source

Robust.Shared.Audio.SoundSpecifier soundSpecifier

The sound

Robust.Shared.Audio.AudioParams audioParams

The audio parameters.

System.Nullable<EntityUid> predictingPlayer

The user (if any) that instigated an interaction

System.Boolean predicted

Whether this interaction would have been predicted. If the predicting player is null, this assumes it would have been predicted by all players in PVS range.

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SetCollidable(EntityUid, Boolean, DoorComponent, PhysicsComponent, Nullable<OccluderComponent>)

Declaration
protected override void SetCollidable(EntityUid uid, bool collidable, DoorComponent door = null, PhysicsComponent physics = null, OccluderComponent? occluder = null)
Parameters
Type Name Description
EntityUid uid
System.Boolean collidable
DoorComponent door
Robust.Shared.Physics.Components.PhysicsComponent physics
System.Nullable<OccluderComponent> occluder
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StartOpening(EntityUid, DoorComponent, Nullable<EntityUid>, Boolean)

Declaration
public override void StartOpening(EntityUid uid, DoorComponent door = null, EntityUid? user = null, bool predicted = false)
Parameters
Type Name Description
EntityUid uid
DoorComponent door
System.Nullable<EntityUid> user
System.Boolean predicted
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