Solution refactor (#4407)
* Rename SolutionContainerCaps -> Capability * Move IExamine event to Chemistry System. * ECS the ISolutionChange into SolutionChangeEvent * Unify SolutionContainer into a single shared component * Replace ISolutionInteraction with SolutionContainerComponent * Move all methods from SolutionContainer to ChemistrySystem * Refactor EntitySystem calls to Dependencies * Refactor SolutionContainer to SolutionManager * Fix yamls * Fix test fails * Fix post merge issues * Fix various issues with SolutionManager * More fixes * Fix more components * Fix events not being directed * Fixes for Hypospray * Separate removal and iteration on Metabolism * Fix creampie problems * Address some of sloth's issues * Refactors for Systems * Refactored solution location * Fix tests * Address more sloth issues * Fix dependency * Fix merge conflicts * Add xmldocs for Capabilities components * Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable * Replace Grindable/Juiceable with Extractable * Refactor field names * Fix Drainable * Fix some issues with spillable and injector * Fix issues with Grinder * Fix Beaker having duplicate solutions * Fix foaming * Address some MGS issues * Fix Uid issues * Fix errors in solution Tranfer * Fixed some extra values constant values * Cola is drinkable now
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@@ -1,3 +1,4 @@
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.Audio;
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@@ -8,9 +9,9 @@ namespace Content.Server.Chemistry.EntitySystems
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{
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public class ChemicalReactionSystem : SharedChemicalReactionSystem
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{
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protected override void OnReaction(ReactionPrototype reaction, IEntity owner, ReagentUnit unitReactions)
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protected override void OnReaction(Solution solution, ReactionPrototype reaction, IEntity owner, ReagentUnit unitReactions)
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{
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base.OnReaction(reaction, owner, unitReactions);
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base.OnReaction(solution, reaction, owner, unitReactions);
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SoundSystem.Play(Filter.Pvs(owner), reaction.Sound.GetSound(), owner);
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}
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