diff --git a/Content.Server/GameObjects/Components/GUI/HandsComponent.cs b/Content.Server/GameObjects/Components/GUI/HandsComponent.cs index 27246cd39f..acaf65c06e 100644 --- a/Content.Server/GameObjects/Components/GUI/HandsComponent.cs +++ b/Content.Server/GameObjects/Components/GUI/HandsComponent.cs @@ -568,7 +568,7 @@ namespace Content.Server.GameObjects.Components.GUI } } - public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null) + public override async void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null) { base.HandleNetworkMessage(message, channel, session); @@ -609,7 +609,7 @@ namespace Content.Server.GameObjects.Components.GUI var interactionSystem = _entitySystemManager.GetEntitySystem(); if (used != null) { - _ = interactionSystem.Interaction(Owner, used, hand.Entity, + await interactionSystem.Interaction(Owner, used, hand.Entity, EntityCoordinates.Invalid); } else diff --git a/Content.Server/GameObjects/Components/GUI/InventoryComponent.cs b/Content.Server/GameObjects/Components/GUI/InventoryComponent.cs index 0a8737e993..be65d7a5aa 100644 --- a/Content.Server/GameObjects/Components/GUI/InventoryComponent.cs +++ b/Content.Server/GameObjects/Components/GUI/InventoryComponent.cs @@ -432,7 +432,7 @@ namespace Content.Server.GameObjects.Components.GUI /// Message that tells us to equip or unequip items from the inventory slots /// /// - private void HandleInventoryMessage(ClientInventoryMessage msg) + private async void HandleInventoryMessage(ClientInventoryMessage msg) { switch (msg.Updatetype) { @@ -463,7 +463,7 @@ namespace Content.Server.GameObjects.Components.GUI { if (activeHand != null) { - _ = interactionSystem.Interaction(Owner, activeHand.Owner, itemContainedInSlot.Owner, + await interactionSystem.Interaction(Owner, activeHand.Owner, itemContainedInSlot.Owner, new EntityCoordinates()); } else if (Unequip(msg.Inventoryslot)) diff --git a/Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs b/Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs index 0a6d5e4765..c53ffb3fe0 100644 --- a/Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs +++ b/Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs @@ -1,10 +1,8 @@ using System; using System.Linq; using System.Threading.Tasks; -using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.Items.Storage; using Content.Server.GameObjects.Components.Mobs; -using Content.Server.GameObjects.Components.Movement; using Content.Server.GameObjects.Components.Pulling; using Content.Server.GameObjects.Components.Timing; using Content.Server.Interfaces.GameObjects.Components.Items; @@ -13,14 +11,12 @@ using Content.Shared.GameObjects.EntitySystemMessages; using Content.Shared.GameObjects.EntitySystems; using Content.Shared.Input; using Content.Shared.Interfaces.GameObjects.Components; -using Content.Shared.Physics.Pull; using Content.Shared.Utility; using JetBrains.Annotations; using Robust.Server.GameObjects; using Robust.Server.Interfaces.Player; using Robust.Shared.Containers; using Robust.Shared.GameObjects; -using Robust.Shared.GameObjects.Components; using Robust.Shared.Input; using Robust.Shared.Input.Binding; using Robust.Shared.Interfaces.GameObjects; @@ -288,7 +284,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click return pull.TogglePull(player); } - private void UserInteraction(IEntity player, EntityCoordinates coordinates, EntityUid clickedUid) + private async void UserInteraction(IEntity player, EntityCoordinates coordinates, EntityUid clickedUid) { // Get entity clicked upon from UID if valid UID, if not assume no entity clicked upon and null if (!EntityManager.TryGetEntity(clickedUid, out var attacked)) @@ -393,7 +389,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click // InteractUsing/AfterInteract: We will either use the item on the nearby object if (item != null) { - _ = Interaction(player, item, attacked, coordinates); + await Interaction(player, item, attacked, coordinates); } // InteractHand/Activate: Since our hand is empty we will use InteractHand/Activate else