Fix stacks only recycling one instead of the stack amount (#38433)
* fix * Fixes
This commit is contained in:
@@ -19,6 +19,7 @@ using Content.Shared.Materials;
|
||||
using Content.Shared.Mind;
|
||||
using Content.Shared.Nutrition.EntitySystems;
|
||||
using Content.Shared.Power;
|
||||
using Content.Shared.Stacks;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Prototypes;
|
||||
@@ -214,9 +215,12 @@ public sealed class MaterialReclaimerSystem : SharedMaterialReclaimerSystem
|
||||
if (!Resolve(item, ref composition, false))
|
||||
return;
|
||||
|
||||
// If more of these checks are needed, use an event instead
|
||||
var modifier = CompOrNull<StackComponent>(item)?.Count ?? 1.0f;
|
||||
|
||||
foreach (var (material, amount) in composition.MaterialComposition)
|
||||
{
|
||||
var outputAmount = (int) (amount * efficiency);
|
||||
var outputAmount = (int) (amount * efficiency * modifier);
|
||||
_materialStorage.TryChangeMaterialAmount(reclaimer, material, outputAmount, storage);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user