/// <summary>
/// Is this borg currently activated?
/// If activated the borg
- /// - has door access,
/// - can use modules and
/// - has full movement speed.
/// To be activated the borg
/// <summary>
/// Activates or deactivates a borg.
/// If active the borg
- /// - has door access,
/// - can use modules and
/// - has full movement speed.
/// </summary>
else
DisableAllModules(chassis.AsNullable());
- _access.SetAccessEnabled(chassis.Owner, active); // Needs a player so that scientists can't drag around an empty borg for free AA.
_powerCell.SetDrawEnabled(chassis.Owner, active);
_movementSpeedModifier.RefreshMovementSpeedModifiers(chassis);
TryActivate(chassis);
+ _access.SetAccessEnabled(chassis.Owner, true); // Needs a player so that scientists can't drag around an empty borg for free AA.
_appearance.SetData(chassis.Owner, BorgVisuals.HasPlayer, true);
}
// Turn off the light so that the no-player visuals can be seen.
if (TryComp<HandheldLightComponent>(chassis.Owner, out var light))
_handheldLight.TurnOff((chassis.Owner, light), makeNoise: false); // Already plays a sound when toggling the borg off.
+
+ _access.SetAccessEnabled(chassis.Owner, false); // Needs a player so that scientists can't drag around an empty borg for free AA.
_appearance.SetData(chassis.Owner, BorgVisuals.HasPlayer, false);
}