StackSystem uses EntityUid for Split and Spawn
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@@ -273,11 +273,11 @@ namespace Content.Server.Construction
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if (doAfterState == DoAfterState.Cancelled)
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return HandleResult.False;
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var insert = interactUsing.Used;
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var insert = interactUsing.UsedUid;
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// Since many things inherit this step, we delegate the "is this entity valid?" logic to them.
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// While this is very OOP and I find it icky, I must admit that it simplifies the code here a lot.
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if(!insertStep.EntityValid(insert))
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if(!insertStep.EntityValid(insert, EntityManager))
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return HandleResult.False;
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// If we're only testing whether this step would be handled by the given event, then we're done.
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@@ -312,7 +312,7 @@ namespace Content.Server.Construction
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// we split the stack in two and insert the split stack.
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if (insertStep is MaterialConstructionGraphStep materialInsertStep)
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{
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if (_stackSystem.Split(insert.Uid, materialInsertStep.Amount, interactUsing.User.Transform.Coordinates) is not { } stack)
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if (_stackSystem.Split(insert, materialInsertStep.Amount, EntityManager.GetComponent<TransformComponent>(interactUsing.UserUid).Coordinates) is not {} stack)
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return HandleResult.False;
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insert = stack;
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@@ -330,12 +330,12 @@ namespace Content.Server.Construction
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// The container doesn't necessarily need to exist, so we ensure it.
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_containerSystem.EnsureContainer<Container>(uid, store)
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.Insert(insert);
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.Insert(EntityManager.GetEntity(insert));
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}
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else
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{
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// If we don't store the item in a container on the entity, we just delete it right away.
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insert.Delete();
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EntityManager.DeleteEntity(insert);
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}
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// Step has been handled correctly, so we signal this.
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