Make UtensilSystem and SharpSystem not run AfterInteract if it has already been handled (#25826)
* Make UtensilSystem and SharpSystem not run AfterInteract if it has already been handled * merge conflicts --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -1,12 +1,11 @@
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using Content.Shared.Containers.ItemSlots;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Server.Popups;
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using Content.Shared.Interaction;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Nutrition.EntitySystems
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@@ -34,10 +33,7 @@ namespace Content.Server.Nutrition.EntitySystems
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/// </summary>
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private void OnAfterInteract(EntityUid uid, UtensilComponent component, AfterInteractEvent ev)
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{
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if (ev.Handled)
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return;
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if (ev.Target == null || !ev.CanReach)
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if (ev.Handled || ev.Target == null || !ev.CanReach)
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return;
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var result = TryUseUtensil(ev.User, ev.Target.Value, component);
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