diff --git a/Content.Shared/Doors/Components/DoorComponent.cs b/Content.Shared/Doors/Components/DoorComponent.cs index fb2994809679a8..c00910483fdaaa 100644 --- a/Content.Shared/Doors/Components/DoorComponent.cs +++ b/Content.Shared/Doors/Components/DoorComponent.cs @@ -259,7 +259,7 @@ private float? SecondsUntilStateChange public bool CanPry = true; [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadOnly)] - public bool BeingPried; + public bool IsBeingPried; [DataField] public ProtoId PryingQuality = "Prying"; diff --git a/Content.Shared/Doors/Systems/SharedAirlockSystem.cs b/Content.Shared/Doors/Systems/SharedAirlockSystem.cs index e944cdb350e4be..0992ea19d745e8 100644 --- a/Content.Shared/Doors/Systems/SharedAirlockSystem.cs +++ b/Content.Shared/Doors/Systems/SharedAirlockSystem.cs @@ -42,7 +42,7 @@ private void OnBeforeDoorClosed(EntityUid uid, AirlockComponent airlock, BeforeD // the initial power-check. if (TryComp(uid, out DoorComponent? door) && !door.Partial - && !CanChangeState(uid, airlock, door.BeingPried)) + && !CanChangeState(uid, airlock, door.IsBeingPried)) { args.Cancel(); } diff --git a/Content.Shared/Doors/Systems/SharedDoorSystem.cs b/Content.Shared/Doors/Systems/SharedDoorSystem.cs index 4ce2c351364479..f7917c884cd6a3 100644 --- a/Content.Shared/Doors/Systems/SharedDoorSystem.cs +++ b/Content.Shared/Doors/Systems/SharedDoorSystem.cs @@ -245,7 +245,7 @@ private void OnAfterPry(EntityUid uid, DoorComponent door, ref PriedEvent args) } else if (door.State == DoorState.Open) { - door.BeingPried = true; + door.IsBeingPried = true; _adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} closed"); StartClosing(uid, door, args.User, true); } @@ -487,13 +487,13 @@ public bool OnPartialClose(EntityUid uid, DoorComponent? door = null, PhysicsCom door.NextStateChange = GameTiming.CurTime + door.OpenTimeTwo; door.State = DoorState.Open; AppearanceSystem.SetData(uid, DoorVisuals.State, DoorState.Open); - door.BeingPried = false; + door.IsBeingPried = false; Dirty(uid, door); return false; } door.Partial = true; - door.BeingPried = false; + door.IsBeingPried = false; SetCollidable(uid, true, door, physics); door.NextStateChange = GameTiming.CurTime + door.CloseTimeTwo; Dirty(uid, door);