@@ -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<InteractionSystem>();
|
||||
if (used != null)
|
||||
{
|
||||
_ = interactionSystem.Interaction(Owner, used, hand.Entity,
|
||||
await interactionSystem.Interaction(Owner, used, hand.Entity,
|
||||
EntityCoordinates.Invalid);
|
||||
}
|
||||
else
|
||||
|
||||
@@ -432,7 +432,7 @@ namespace Content.Server.GameObjects.Components.GUI
|
||||
/// Message that tells us to equip or unequip items from the inventory slots
|
||||
/// </summary>
|
||||
/// <param name="msg"></param>
|
||||
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))
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user