Remove manual container ejection checking code.

This fixes map load when something is in a storage component.
This commit is contained in:
Pieter-Jan Briers
2019-05-05 13:09:21 +02:00
parent 23d8b92f94
commit b7d30f0870
5 changed files with 82 additions and 71 deletions

View File

@@ -3,6 +3,7 @@ using Content.Server.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using System.Collections.Generic;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.GameObjects.EntitySystemMessages;
using Robust.Shared.Map;
namespace Content.Server.Interfaces.GameObjects
@@ -26,12 +27,6 @@ namespace Content.Server.Interfaces.GameObjects
/// <returns>The item in the held, null if no item is held</returns>
ItemComponent GetHand(string index);
/// <summary>
/// If any hands are holding this entity, immediately remove the entity without dropping it.
/// </summary>
/// <param name="entity">Entity to be removed.</param>
void RemoveHandEntity(IEntity entity);
/// <summary>
/// Gets item held by the current active hand
/// </summary>
@@ -195,5 +190,7 @@ namespace Content.Server.Interfaces.GameObjects
/// <param name="index">The hand name to check.</param>
/// <returns>True if the hand exists, false otherwise.</returns>
bool HasHand(string index);
void HandleSlotModifiedMaybe(ContainerModifiedMessage message);
}
}