diff --git a/Content.Server/GameObjects/EntitySystems/ConstructionSystem.cs b/Content.Server/GameObjects/EntitySystems/ConstructionSystem.cs index f7f4215bb3..e0ba180bc0 100644 --- a/Content.Server/GameObjects/EntitySystems/ConstructionSystem.cs +++ b/Content.Server/GameObjects/EntitySystems/ConstructionSystem.cs @@ -6,7 +6,6 @@ using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.Interactable; using Content.Server.GameObjects.Components.Stack; using Content.Server.GameObjects.EntitySystems.Click; -using Content.Server.Interfaces; using Content.Server.Utility; using Content.Shared.Construction; using Content.Shared.GameObjects.Components; @@ -38,7 +37,6 @@ namespace Content.Server.GameObjects.EntitySystems #pragma warning disable 649 [Dependency] private readonly IPrototypeManager _prototypeManager; [Dependency] private readonly IMapManager _mapManager; - [Dependency] private readonly IServerNotifyManager _notifyManager; #pragma warning restore 649 private readonly Dictionary _craftRecipes = new Dictionary(); @@ -117,32 +115,17 @@ namespace Content.Server.GameObjects.EntitySystems // no known recipe for entity if (!_craftRecipes.TryGetValue(targetPrototype.ID, out var prototype)) - { - _notifyManager.PopupMessage(msg.Attacked, msg.User, - "Cannot be deconstructed."); - msg.Handled = true; return; - } // there is a recipe, but it can't be deconstructed. var lastStep = prototype.Stages[^1].Backward; if (!(lastStep is ConstructionStepTool)) - { - _notifyManager.PopupMessage(msg.Attacked, msg.User, - "Cannot be deconstructed."); - msg.Handled = true; return; - } // wrong tool var caps = ((ConstructionStepTool) lastStep).ToolQuality; if ((toolComp.Qualities & caps) == 0) - { - _notifyManager.PopupMessage(msg.Attacked, msg.User, - "Wrong tool to start deconstruct."); - msg.Handled = true; return; - } // ask around and see if the deconstruction prerequisites are satisfied // (remove bulbs, approved access, open panels, etc) @@ -157,6 +140,7 @@ namespace Content.Server.GameObjects.EntitySystems return; // --- GOOD TO GO --- + msg.Handled = true; // pop off the material and switch to frame var targetEntPos = targetEnt.Transform.MapPosition;