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- using Content.Shared.Doors.Systems;
- using Robust.Shared.Audio;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Doors.Components;
- /// <summary>
- /// Companion component to DoorComponent that handles bolt-specific behavior.
- /// </summary>
- [RegisterComponent, NetworkedComponent]
- [Access(typeof(SharedDoorSystem))]
- [AutoGenerateComponentState]
- public sealed partial class DoorBoltComponent : Component
- {
- /// <summary>
- /// Sound to play when the bolts on the airlock go up.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public SoundSpecifier BoltUpSound = new SoundPathSpecifier("/Audio/Machines/boltsup.ogg");
- /// <summary>
- /// Sound to play when the bolts on the airlock go down.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public SoundSpecifier BoltDownSound = new SoundPathSpecifier("/Audio/Machines/boltsdown.ogg");
- /// <summary>
- /// Whether the door bolts are currently deployed.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool BoltsDown;
- /// <summary>
- /// Whether the bolt lights are currently enabled.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool BoltLightsEnabled = true;
- /// <summary>
- /// True if the bolt wire is cut, which will force the airlock to always be bolted as long as it has power.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool BoltWireCut;
- /// <summary>
- /// Used for prediction. true if the door has power.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool Powered;
- }
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