Fix Hands Crash (#122)
* Fixed sprite issues with construction system (Thanks PJB!). * Storage and Hands Systems now subscribe to Transform Parent changes, and will keep their containers in sync. * Add check in Interaction System to prevent processing client-side entities on the server.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
4720182cf4
commit
8038ebe37d
@@ -14,6 +14,7 @@ using SS14.Shared.IoC;
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using SS14.Shared.Log;
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using SS14.Shared.Serialization;
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using System.Collections.Generic;
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using SS14.Shared.GameObjects.EntitySystemMessages;
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using SS14.Shared.ViewVariables;
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namespace Content.Server.GameObjects
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@@ -70,7 +71,7 @@ namespace Content.Server.GameObjects
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/// </summary>
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/// <param name="toremove"></param>
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/// <returns></returns>
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bool Remove(IEntity toremove)
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public bool Remove(IEntity toremove)
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{
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_ensureInitialCalculated();
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if (storage.Remove(toremove))
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@@ -88,7 +89,7 @@ namespace Content.Server.GameObjects
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/// </summary>
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/// <param name="toinsert"></param>
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/// <returns></returns>
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bool Insert(IEntity toinsert)
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public bool Insert(IEntity toinsert)
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{
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if (CanInsert(toinsert) && storage.Insert(toinsert))
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{
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@@ -105,7 +106,7 @@ namespace Content.Server.GameObjects
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/// </summary>
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/// <param name="toinsert"></param>
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/// <returns></returns>
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bool CanInsert(IEntity toinsert)
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public bool CanInsert(IEntity toinsert)
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{
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_ensureInitialCalculated();
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if (toinsert.TryGetComponent(out StoreableComponent store))
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