Strip Items From Things Before Biomassing Them (#28544)
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@@ -15,6 +15,7 @@ using Content.Shared.DoAfter;
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using Content.Shared.Humanoid;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Jittering;
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using Content.Shared.Medical;
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using Content.Shared.Mind;
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@@ -36,6 +37,7 @@ namespace Content.Server.Medical.BiomassReclaimer
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public sealed class BiomassReclaimerSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedJitteringSystem _jitteringSystem = default!;
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[Dependency] private readonly SharedAudioSystem _sharedAudioSystem = default!;
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@@ -49,6 +51,7 @@ namespace Content.Server.Medical.BiomassReclaimer
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly MaterialStorageSystem _material = default!;
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[Dependency] private readonly SharedMindSystem _minds = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[ValidatePrototypeId<MaterialPrototype>]
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public const string BiomassPrototype = "Biomass";
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@@ -221,6 +224,12 @@ namespace Content.Server.Medical.BiomassReclaimer
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component.ProcessingTimer = physics.FixturesMass * component.ProcessingTimePerUnitMass;
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var inventory = _inventory.GetHandOrInventoryEntities(toProcess);
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foreach (var item in inventory)
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{
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_transform.DropNextTo(item, ent.Owner);
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}
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QueueDel(toProcess);
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}
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