Fix some things setting StackComponent count manually.
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@@ -3,6 +3,7 @@ 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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@@ -44,8 +45,9 @@ namespace Content.Server.GameObjects.Components.Power
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Owner.Delete();
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var droppedEnt = Owner.EntityManager.SpawnEntity(_wireDroppedOnCutPrototype, eventArgs.ClickLocation);
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if (droppedEnt.TryGetComponent<StackComponent>(out var stackComp))
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stackComp.Count = 1;
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// TODO: Literally just use a prototype that has a single thing in the stack, it's not that complicated...
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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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return true;
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}
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