using Content.Shared.Doors.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
+using Content.Shared.Physics;
using Content.Shared.Stunnable;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
-using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
if (!otherPhysics.CanCollide)
continue;
+ //If the colliding entity is a slippable item ignore it by the airlock
+ if (otherPhysics.CollisionLayer == (int) CollisionGroup.SlipLayer && otherPhysics.CollisionMask == (int) CollisionGroup.ItemMask)
+ continue;
+
if ((physics.CollisionMask & otherPhysics.CollisionLayer) == 0 && (otherPhysics.CollisionMask & physics.CollisionLayer) == 0)
continue;