[MIRROR] Bumping into a door in a stealth implant opens the door (if you have access) (#27102)

* Bumping into a door in a stealth implant opens the door (if you have access) (#82224)

## About The Pull Request
Bumping into a door in a stealth implant opens the door (if you have
access)
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/66163761/d00bf8b6-5a60-4c64-8035-27c400b1960d)
Reduces jank by allowing stealth boxes to open doors.
## Changelog
🆑
qol: You can now open airlocks (That you have access to) while inside a
stealth implant box
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Bumping into a door in a stealth implant opens the door (if you have access)

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
This commit is contained in:
SkyratBot
2024-04-04 14:47:10 -04:00
committed by GitHub
co-authored by san7890 Xander3359
parent 7f7a8a92b0
commit 7d8b1ed7b2
2 changed files with 23 additions and 10 deletions
+20 -10
View File
@@ -32,22 +32,32 @@
/// A filler object used to fill the space of multi-tile airlocks
var/obj/structure/fluff/airlock_filler/filler
var/welded = FALSE
var/heat_proof = FALSE // For rglass-windowed airlocks and firedoors
var/emergency = FALSE // Emergency access override
var/sub_door = FALSE // true if it's meant to go under another door.
/// For rglass-windowed airlocks and firedoors
var/heat_proof = FALSE
/// Emergency access override
var/emergency = FALSE
/// true if it's meant to go under another door.
var/sub_door = FALSE
var/closingLayer = CLOSED_DOOR_LAYER
var/autoclose = FALSE //does it automatically close after some time
var/safe = TRUE //whether the door detects things and mobs in its way and reopen or crushes them.
var/locked = FALSE //whether the door is bolted or not.
///does it automatically close after some time
var/autoclose = FALSE
///whether the door detects things and mobs in its way and reopen or crushes them.
var/safe = TRUE
///whether the door is bolted or not.
var/locked = FALSE
var/datum/effect_system/spark_spread/spark_system
var/real_explosion_block //ignore this, just use explosion_block
var/red_alert_access = FALSE //if TRUE, this door will always open on red alert
///ignore this, just use explosion_block
var/real_explosion_block
///if TRUE, this door will always open on red alert
var/red_alert_access = FALSE
/// Checks to see if this airlock has an unrestricted "sensor" within (will set to TRUE if present).
var/unres_sensor = FALSE
/// Unrestricted sides. A bitflag for which direction (if any) can open the door with no access
var/unres_sides = NONE
var/can_crush = TRUE /// Whether or not the door can crush mobs.
var/can_open_with_hands = TRUE /// Whether or not the door can be opened by hand (used for blast doors and shutters)
/// Whether or not the door can crush mobs.
var/can_crush = TRUE
/// Whether or not the door can be opened by hand (used for blast doors and shutters)
var/can_open_with_hands = TRUE
/// Whether or not this door can be opened through a door remote, ever
var/opens_with_door_remote = FALSE
/// Special operating mode for elevator doors
@@ -39,6 +39,9 @@
/obj/structure/closet/cardboard/agent/Bump(atom/A)
. = ..()
if(istype(A, /obj/machinery/door))
for(var/mob/mob_in_box in contents)
A.Bumped(mob_in_box)
if(isliving(A))
reveal()