return;
}
- // Holding the door remote grants you access to the relevant doors IN ADDITION to what ever access you had.
- // This access is enforced in _doorSystem.HasAccess when it calls _accessReaderSystem.IsAllowed
if (TryComp<AccessReaderComponent>(args.Target, out var accessComponent)
- && !_doorSystem.HasAccess(args.Target.Value, args.User, doorComp, accessComponent))
+ && !_doorSystem.HasAccess(args.Target.Value, args.Used, doorComp, accessComponent))
{
_doorSystem.Deny(args.Target.Value, doorComp, args.User);
Popup.PopupEntity(Loc.GetString("door-remote-denied"), args.User, args.User);
switch (entity.Comp.Mode)
{
case OperatingMode.OpenClose:
- // Note we provide args.User here to TryToggleDoor as the "user"
- // This means that the door will look at all access items carryed by the player for access, including
- // this remote, but also including anything else they are carrying such as a PDA or ID card.
- if (_doorSystem.TryToggleDoor(args.Target.Value, doorComp, args.User))
+ if (_doorSystem.TryToggleDoor(args.Target.Value, doorComp, args.Used))
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)}: {doorComp.State}");
break;
case OperatingMode.ToggleBolts:
{
if (!boltsComp.BoltWireCut)
{
- _doorSystem.SetBoltsDown((args.Target.Value, boltsComp), !boltsComp.BoltsDown, args.User);
+ _doorSystem.SetBoltsDown((args.Target.Value, boltsComp), !boltsComp.BoltsDown, args.Used);
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)} to {(boltsComp.BoltsDown ? "" : "un")}bolt it");
}
}