Fix RCD incorrect prototype ID for walls.
This code seriously needs refactoring and cleanup.
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@@ -142,7 +142,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD
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break;
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break;
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//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
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//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
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case RcdMode.Walls:
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case RcdMode.Walls:
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var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos));
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var ent = _serverEntityManager.SpawnEntity("WallSolid", mapGrid.GridTileToLocal(snapPos));
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ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south.
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ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south.
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break;
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break;
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case RcdMode.Airlock:
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case RcdMode.Airlock:
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