HandComponents now have a default hand, fixes crash

This commit is contained in:
Víctor Aguilera Puerto
2020-06-18 19:26:55 +02:00
parent 63acae7937
commit 5495f88583
2 changed files with 6 additions and 1 deletions

View File

@@ -59,7 +59,7 @@ namespace Content.Client.GameObjects
public IEntity GetEntity(string index)
{
if (_hands.TryGetValue(index, out var entity))
if (!string.IsNullOrEmpty(index) && _hands.TryGetValue(index, out var entity))
{
return entity;
}
@@ -166,6 +166,8 @@ namespace Content.Client.GameObjects
{
_hands.Add(slot, null);
}
serializer.DataField(this, x => ActiveIndex, "defaultHand", _hands.Keys.LastOrDefault());
}
public override void HandleMessage(ComponentMessage message, IComponent component)

View File

@@ -3,6 +3,7 @@
using Robust.Shared.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects;
@@ -68,6 +69,8 @@ namespace Content.Server.GameObjects
AddHand(handsname);
}
}
serializer.DataField(ref activeIndex, "defaultHand", orderedHands.LastOrDefault());
}
public IEnumerable<ItemComponent> GetAllHeldItems()