Changed spawn priority to arrivals -> containers -> points. (#24476)
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@@ -81,7 +81,7 @@ public sealed class ArrivalsSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawningEvent>(OnPlayerSpawn, before: new[] { typeof(SpawnPointSystem) });
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SubscribeLocalEvent<PlayerSpawningEvent>(OnPlayerSpawn, before: new[] { typeof(SpawnPointSystem), typeof(ContainerSpawnPointSystem) });
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SubscribeLocalEvent<StationArrivalsComponent, ComponentStartup>(OnArrivalsStartup);
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SubscribeLocalEvent<ArrivalsShuttleComponent, ComponentStartup>(OnShuttleStartup);
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@@ -18,7 +18,7 @@ public sealed class ContainerSpawnPointSystem : EntitySystem
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public override void Initialize()
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{
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SubscribeLocalEvent<PlayerSpawningEvent>(OnSpawnPlayer, before: new[] { typeof(SpawnPointSystem), typeof(ArrivalsSystem) });
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SubscribeLocalEvent<PlayerSpawningEvent>(OnSpawnPlayer, before: new[] { typeof(SpawnPointSystem) }, after: new[] { typeof(ArrivalsSystem) });
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}
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private void OnSpawnPlayer(PlayerSpawningEvent args)
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@@ -1,4 +1,5 @@
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using Content.Server.GameTicking;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Systems;
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using Robust.Shared.Map;
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@@ -15,7 +16,7 @@ public sealed class SpawnPointSystem : EntitySystem
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public override void Initialize()
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{
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SubscribeLocalEvent<PlayerSpawningEvent>(OnSpawnPlayer);
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SubscribeLocalEvent<PlayerSpawningEvent>(OnSpawnPlayer, after: new[] { typeof(ContainerSpawnPointSystem), typeof(ArrivalsSystem) });
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}
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private void OnSpawnPlayer(PlayerSpawningEvent args)
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