Fix some things setting StackComponent count manually.
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@@ -4,6 +4,7 @@ using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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@@ -58,8 +59,10 @@ namespace Content.Server.GameObjects.Components.Construction
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{
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var droppedEnt = Owner.EntityManager.SpawnEntity(result, resultPosition);
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if (droppedEnt.TryGetComponent<StackComponent>(out var stackComp))
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stackComp.Count = 1;
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// TODO: If something has a stack... Just use a prototype with a single thing in the stack.
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// This is not a good way to do it.
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if (droppedEnt.HasComponent<StackComponent>())
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Owner.EntityManager.EventBus.RaiseLocalEvent(droppedEnt.Uid, new StackChangeCountEvent(1), false);
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}
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return true;
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