Fix RCD incorrect prototype ID for walls.

This code seriously needs refactoring and cleanup.
This commit is contained in:
Vera Aguilera Puerto
2021-05-08 03:10:56 +02:00
parent ed3e6202ee
commit 7f868455bc

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@@ -142,7 +142,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD
break; break;
//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. //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.
case RcdMode.Walls: case RcdMode.Walls:
var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos)); var ent = _serverEntityManager.SpawnEntity("WallSolid", mapGrid.GridTileToLocal(snapPos));
ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south. ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south.
break; break;
case RcdMode.Airlock: case RcdMode.Airlock: