if (!Resolve(uid, ref door, ref physics))
return false;
- door.Partial = true;
-
// Make sure no entity walked into the airlock when it started closing.
if (!CanClose(uid, door))
{
door.NextStateChange = GameTiming.CurTime + door.OpenTimeTwo;
- door.State = DoorState.Opening;
- AppearanceSystem.SetData(uid, DoorVisuals.State, DoorState.Opening);
+ door.State = DoorState.Open;
+ AppearanceSystem.SetData(uid, DoorVisuals.State, DoorState.Open);
+ Dirty(uid, door);
return false;
}
+ door.Partial = true;
SetCollidable(uid, true, door, physics);
door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo;
Dirty(uid, door);