[DataField("denySound")]
public SoundSpecifier? DenySound;
- /// <summary>
- /// Sound to play when a disarmed (hands comp with 0 hands) entity opens the door. What?
- /// </summary>
- [DataField("tryOpenDoorSound")]
- public SoundSpecifier TryOpenDoorSound = new SoundCollectionSpecifier("MetalSlam");
-
/// <summary>
/// Sound to play when door has been emagged or possibly electrically tampered
/// </summary>
if (lastState == DoorState.Emagging && TryComp<DoorBoltComponent>(uid, out var doorBoltComponent))
SetBoltsDown((uid, doorBoltComponent), !doorBoltComponent.BoltsDown, user, true);
-
- // I'm not sure what the intent here is/was? It plays a sound if the user is opening a door with a hands
- // component, but no actual hands!? What!? Is this the sound of them head-butting the door to get it to open??
- // I'm 99% sure something is wrong here, but I kind of want to keep it this way.
- if (user != null && (!TryComp(user.Value, out HandsComponent? hands) || hands.Hands.Count == 0))
- Audio.PlayPredicted(door.TryOpenDoorSound, uid, user, AudioParams.Default.WithVolume(-2));
}
/// <summary>