Class DoorSystem
Namespace: Content.Server.Doors.Systems
Assembly: Content.Server.dll
Syntax
public sealed class DoorSystem : SharedDoorSystem
Methods
| Improve this Doc View SourceCheckDoorBump(DoorComponent, PhysicsComponent)
Declaration
protected override void CheckDoorBump(DoorComponent component, PhysicsComponent body)
Parameters
Type | Name | Description |
---|---|---|
DoorComponent | component | |
Robust.Shared.Physics.Components.PhysicsComponent | body |
Overrides
| Improve this Doc View SourceHandleCollide(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 |
Initialize()
Declaration
public override void Initialize()
Overrides
| Improve this Doc View SourceOnActivate(EntityUid, DoorComponent, ActivateInWorldEvent)
Declaration
protected override void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
Parameters
Type | Name | Description |
---|---|---|
EntityUid | uid | |
DoorComponent | door | |
ActivateInWorldEvent | args |
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. |
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 |
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 |