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