From 7a04acc8511f477dbb0fdb8852dcc72ab4b0677f Mon Sep 17 00:00:00 2001 From: Plykiya <58439124+Plykiya@users.noreply.github.com> Date: Sat, 10 Feb 2024 02:22:19 -0800 Subject: [PATCH] Changed door remote to trigger based on vision occlusion(#25093) Changed door remote to trigger based on vision occlusion rather than opaque collision targeting check. Ian's butt will no longer absorb your 5G signals. Co-authored-by: Plykiya --- Content.Server/Remotes/DoorRemoteSystem.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Content.Server/Remotes/DoorRemoteSystem.cs b/Content.Server/Remotes/DoorRemoteSystem.cs index c63b2295c1..a88508ce53 100644 --- a/Content.Server/Remotes/DoorRemoteSystem.cs +++ b/Content.Server/Remotes/DoorRemoteSystem.cs @@ -10,6 +10,7 @@ using Content.Server.Doors.Systems; using Content.Server.Power.EntitySystems; using Content.Shared.Database; using Content.Shared.Interaction.Events; +using Content.Shared.Examine; using static Content.Server.Remotes.DoorRemoteComponent; namespace Content.Server.Remotes @@ -65,10 +66,9 @@ namespace Content.Server.Remotes if (args.Handled || args.Target == null || !TryComp(args.Target, out var doorComp) // If it isn't a door we don't use it - // The remote can be used anywhere the user can see the door. - // This doesn't work that well, but I don't know of an alternative - || !_interactionSystem.InRangeUnobstructed(args.User, args.Target.Value, - SharedInteractionSystem.MaxRaycastRange, CollisionGroup.Opaque)) + // Only able to control doors if they are within your vision and within your max range. + // Not affected by mobs or machines anymore. + || !ExamineSystemShared.InRangeUnOccluded(args.User, args.Target.Value, SharedInteractionSystem.MaxRaycastRange, null)) { return; } -- 2.52.0