Cloning Refactor and bugfixes (#35555)
* cloning refactor * cleanup and fixes * don't pick from 0 * give dwarves the correct species * fix dna and bloodstream reagent data cloning * don't copy helmets * be less redundant
This commit is contained in:
@@ -1,350 +1,123 @@
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Chat.Systems;
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using Content.Server.Cloning.Components;
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using Content.Server.DeviceLinking.Systems;
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using Content.Server.EUI;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Humanoid;
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using Content.Server.Jobs;
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using Content.Server.Materials;
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using Content.Server.Popups;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.CCVar;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Cloning;
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using Content.Shared.Damage;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.Emag.Components;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Examine;
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using Content.Shared.GameTicking;
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using Content.Shared.Cloning.Events;
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using Content.Shared.Database;
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using Content.Shared.Humanoid;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Roles.Jobs;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Components;
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using Content.Shared.Inventory;
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using Content.Shared.NameModifier.Components;
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using Content.Shared.StatusEffect;
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using Content.Shared.Whitelist;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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namespace Content.Server.Cloning
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namespace Content.Server.Cloning;
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/// <summary>
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/// System responsible for making a copy of a humanoid's body.
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/// For the cloning machines themselves look at CloningPodSystem, CloningConsoleSystem and MedicalScannerSystem instead.
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/// </summary>
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public sealed class CloningSystem : EntitySystem
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{
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public sealed class CloningSystem : EntitySystem
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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/// <summary>
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/// Spawns a clone of the given humanoid mob at the specified location or in nullspace.
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/// </summary>
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public bool TryCloning(EntityUid original, MapCoordinates? coords, ProtoId<CloningSettingsPrototype> settingsId, [NotNullWhen(true)] out EntityUid? clone)
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{
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[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
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[Dependency] private readonly IPlayerManager _playerManager = null!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly EuiManager _euiManager = null!;
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[Dependency] private readonly CloningConsoleSystem _cloningConsoleSystem = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly ContainerSystem _containerSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly PowerReceiverSystem _powerReceiverSystem = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly PuddleSystem _puddleSystem = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly MaterialStorageSystem _material = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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clone = null;
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if (!_prototype.TryIndex(settingsId, out var settings))
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return false; // invalid settings
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public readonly Dictionary<MindComponent, EntityUid> ClonesWaitingForMind = new();
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public const float EasyModeCloningCost = 0.7f;
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if (!TryComp<HumanoidAppearanceComponent>(original, out var humanoid))
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return false; // whatever body was to be cloned, was not a humanoid
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public override void Initialize()
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if (!_prototype.TryIndex(humanoid.Species, out var speciesPrototype))
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return false; // invalid species
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var attemptEv = new CloningAttemptEvent(settings);
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RaiseLocalEvent(original, ref attemptEv);
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if (attemptEv.Cancelled && !settings.ForceCloning)
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return false; // cannot clone, for example due to the unrevivable trait
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clone = coords == null ? Spawn(speciesPrototype.Prototype) : Spawn(speciesPrototype.Prototype, coords.Value);
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_humanoidSystem.CloneAppearance(original, clone.Value);
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var componentsToCopy = settings.Components;
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// don't make status effects permanent
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if (TryComp<StatusEffectsComponent>(original, out var statusComp))
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componentsToCopy.ExceptWith(statusComp.ActiveEffects.Values.Select(s => s.RelevantComponent).Where(s => s != null)!);
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foreach (var componentName in componentsToCopy)
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{
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base.Initialize();
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SubscribeLocalEvent<CloningPodComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<BeingClonedComponent, MindAddedMessage>(HandleMindAdded);
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SubscribeLocalEvent<CloningPodComponent, PortDisconnectedEvent>(OnPortDisconnected);
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SubscribeLocalEvent<CloningPodComponent, AnchorStateChangedEvent>(OnAnchor);
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SubscribeLocalEvent<CloningPodComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<CloningPodComponent, GotEmaggedEvent>(OnEmagged);
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}
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private void OnComponentInit(EntityUid uid, CloningPodComponent clonePod, ComponentInit args)
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{
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clonePod.BodyContainer = _containerSystem.EnsureContainer<ContainerSlot>(uid, "clonepod-bodyContainer");
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_signalSystem.EnsureSinkPorts(uid, CloningPodComponent.PodPort);
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}
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internal void TransferMindToClone(EntityUid mindId, MindComponent mind)
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{
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if (!ClonesWaitingForMind.TryGetValue(mind, out var entity) ||
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!EntityManager.EntityExists(entity) ||
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!TryComp<MindContainerComponent>(entity, out var mindComp) ||
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mindComp.Mind != null)
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return;
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_mindSystem.TransferTo(mindId, entity, ghostCheckOverride: true, mind: mind);
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_mindSystem.UnVisit(mindId, mind);
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ClonesWaitingForMind.Remove(mind);
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}
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private void HandleMindAdded(EntityUid uid, BeingClonedComponent clonedComponent, MindAddedMessage message)
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{
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if (clonedComponent.Parent == EntityUid.Invalid ||
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!EntityManager.EntityExists(clonedComponent.Parent) ||
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!TryComp<CloningPodComponent>(clonedComponent.Parent, out var cloningPodComponent) ||
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uid != cloningPodComponent.BodyContainer.ContainedEntity)
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if (!_componentFactory.TryGetRegistration(componentName, out var componentRegistration))
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{
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EntityManager.RemoveComponent<BeingClonedComponent>(uid);
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return;
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}
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UpdateStatus(clonedComponent.Parent, CloningPodStatus.Cloning, cloningPodComponent);
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}
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private void OnPortDisconnected(EntityUid uid, CloningPodComponent pod, PortDisconnectedEvent args)
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{
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pod.ConnectedConsole = null;
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}
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private void OnAnchor(EntityUid uid, CloningPodComponent component, ref AnchorStateChangedEvent args)
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{
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if (component.ConnectedConsole == null || !TryComp<CloningConsoleComponent>(component.ConnectedConsole, out var console))
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return;
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if (args.Anchored)
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{
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_cloningConsoleSystem.RecheckConnections(component.ConnectedConsole.Value, uid, console.GeneticScanner, console);
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return;
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}
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_cloningConsoleSystem.UpdateUserInterface(component.ConnectedConsole.Value, console);
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}
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private void OnExamined(EntityUid uid, CloningPodComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange || !_powerReceiverSystem.IsPowered(uid))
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return;
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args.PushMarkup(Loc.GetString("cloning-pod-biomass", ("number", _material.GetMaterialAmount(uid, component.RequiredMaterial))));
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}
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public bool TryCloning(EntityUid uid, EntityUid bodyToClone, Entity<MindComponent> mindEnt, CloningPodComponent? clonePod, float failChanceModifier = 1)
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{
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if (!Resolve(uid, ref clonePod))
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return false;
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if (HasComp<ActiveCloningPodComponent>(uid))
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return false;
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var mind = mindEnt.Comp;
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if (ClonesWaitingForMind.TryGetValue(mind, out var clone))
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{
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if (EntityManager.EntityExists(clone) &&
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!_mobStateSystem.IsDead(clone) &&
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TryComp<MindContainerComponent>(clone, out var cloneMindComp) &&
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(cloneMindComp.Mind == null || cloneMindComp.Mind == mindEnt))
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return false; // Mind already has clone
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ClonesWaitingForMind.Remove(mind);
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Log.Error($"Tried to use invalid component registration for cloning: {componentName}");
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continue;
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}
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if (mind.OwnedEntity != null && !_mobStateSystem.IsDead(mind.OwnedEntity.Value))
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return false; // Body controlled by mind is not dead
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// Yes, we still need to track down the client because we need to open the Eui
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if (mind.UserId == null || !_playerManager.TryGetSessionById(mind.UserId.Value, out var client))
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return false; // If we can't track down the client, we can't offer transfer. That'd be quite bad.
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if (!TryComp<HumanoidAppearanceComponent>(bodyToClone, out var humanoid))
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return false; // whatever body was to be cloned, was not a humanoid
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if (!_prototype.TryIndex(humanoid.Species, out var speciesPrototype))
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return false;
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if (!TryComp<PhysicsComponent>(bodyToClone, out var physics))
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return false;
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var cloningCost = (int) Math.Round(physics.FixturesMass);
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if (_configManager.GetCVar(CCVars.BiomassEasyMode))
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cloningCost = (int) Math.Round(cloningCost * EasyModeCloningCost);
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// biomass checks
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var biomassAmount = _material.GetMaterialAmount(uid, clonePod.RequiredMaterial);
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if (biomassAmount < cloningCost)
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if (EntityManager.TryGetComponent(original, componentRegistration.Type, out var sourceComp)) // Does the original have this component?
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{
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if (clonePod.ConnectedConsole != null)
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_chatSystem.TrySendInGameICMessage(clonePod.ConnectedConsole.Value, Loc.GetString("cloning-console-chat-error", ("units", cloningCost)), InGameICChatType.Speak, false);
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return false;
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}
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_material.TryChangeMaterialAmount(uid, clonePod.RequiredMaterial, -cloningCost);
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clonePod.UsedBiomass = cloningCost;
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// end of biomass checks
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// genetic damage checks
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if (TryComp<DamageableComponent>(bodyToClone, out var damageable) &&
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damageable.Damage.DamageDict.TryGetValue("Cellular", out var cellularDmg))
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{
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var chance = Math.Clamp((float) (cellularDmg / 100), 0, 1);
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chance *= failChanceModifier;
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if (cellularDmg > 0 && clonePod.ConnectedConsole != null)
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_chatSystem.TrySendInGameICMessage(clonePod.ConnectedConsole.Value, Loc.GetString("cloning-console-cellular-warning", ("percent", Math.Round(100 - chance * 100))), InGameICChatType.Speak, false);
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if (_robustRandom.Prob(chance))
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{
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UpdateStatus(uid, CloningPodStatus.Gore, clonePod);
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clonePod.FailedClone = true;
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AddComp<ActiveCloningPodComponent>(uid);
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return true;
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}
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}
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// end of genetic damage checks
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var mob = Spawn(speciesPrototype.Prototype, _transformSystem.GetMapCoordinates(uid));
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_humanoidSystem.CloneAppearance(bodyToClone, mob);
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var ev = new CloningEvent(bodyToClone, mob);
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RaiseLocalEvent(bodyToClone, ref ev);
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if (!ev.NameHandled)
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_metaSystem.SetEntityName(mob, MetaData(bodyToClone).EntityName);
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var cloneMindReturn = EntityManager.AddComponent<BeingClonedComponent>(mob);
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cloneMindReturn.Mind = mind;
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cloneMindReturn.Parent = uid;
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_containerSystem.Insert(mob, clonePod.BodyContainer);
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ClonesWaitingForMind.Add(mind, mob);
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UpdateStatus(uid, CloningPodStatus.NoMind, clonePod);
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_euiManager.OpenEui(new AcceptCloningEui(mindEnt, mind, this), client);
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AddComp<ActiveCloningPodComponent>(uid);
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// TODO: Ideally, components like this should be components on the mind entity so this isn't necessary.
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// Add on special job components to the mob.
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if (_jobs.MindTryGetJob(mindEnt, out var prototype))
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{
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foreach (var special in prototype.Special)
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{
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if (special is AddComponentSpecial)
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special.AfterEquip(mob);
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}
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}
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return true;
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}
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public void UpdateStatus(EntityUid podUid, CloningPodStatus status, CloningPodComponent cloningPod)
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{
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cloningPod.Status = status;
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_appearance.SetData(podUid, CloningPodVisuals.Status, cloningPod.Status);
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<ActiveCloningPodComponent, CloningPodComponent>();
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while (query.MoveNext(out var uid, out var _, out var cloning))
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{
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if (!_powerReceiverSystem.IsPowered(uid))
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continue;
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if (cloning.BodyContainer.ContainedEntity == null && !cloning.FailedClone)
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continue;
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cloning.CloningProgress += frameTime;
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if (cloning.CloningProgress < cloning.CloningTime)
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continue;
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if (cloning.FailedClone)
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EndFailedCloning(uid, cloning);
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else
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Eject(uid, cloning);
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if (HasComp(clone.Value, componentRegistration.Type)) // CopyComp cannot overwrite existing components
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RemComp(clone.Value, componentRegistration.Type);
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CopyComp(original, clone.Value, sourceComp);
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}
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}
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/// <summary>
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/// On emag, spawns a failed clone when cloning process fails which attacks nearby crew.
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/// </summary>
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private void OnEmagged(EntityUid uid, CloningPodComponent clonePod, ref GotEmaggedEvent args)
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var cloningEv = new CloningEvent(settings, clone.Value);
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RaiseLocalEvent(original, ref cloningEv); // used for datafields that cannot be directly copied
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// Add equipment first so that SetEntityName also renames the ID card.
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if (settings.CopyEquipment != null)
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CopyEquipment(original, clone.Value, settings.CopyEquipment.Value, settings.Whitelist, settings.Blacklist);
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var originalName = Name(original);
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if (TryComp<NameModifierComponent>(original, out var nameModComp)) // if the originals name was modified, use the unmodified name
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originalName = nameModComp.BaseName;
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// This will properly set the BaseName and EntityName for the clone.
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// Adding the component first before renaming will make sure RefreshNameModifers is called.
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// Without this the name would get reverted to Urist.
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// If the clone has no name modifiers, NameModifierComponent will be removed again.
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EnsureComp<NameModifierComponent>(clone.Value);
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_metaData.SetEntityName(clone.Value, originalName);
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_adminLogger.Add(LogType.Chat, LogImpact.Medium, $"The body of {original:player} was cloned as {clone.Value:player}");
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return true;
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}
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/// <summary>
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/// Copies the equipment the original has to the clone.
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/// This uses the original prototype of the items, so any changes to components that are done after spawning are lost!
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/// </summary>
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public void CopyEquipment(EntityUid original, EntityUid clone, SlotFlags slotFlags, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
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{
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if (!TryComp<InventoryComponent>(original, out var originalInventory) || !TryComp<InventoryComponent>(clone, out var cloneInventory))
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return;
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// Iterate over all inventory slots
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var slotEnumerator = _inventory.GetSlotEnumerator((original, originalInventory), slotFlags);
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while (slotEnumerator.NextItem(out var item, out var slot))
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{
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if (!_emag.CompareFlag(args.Type, EmagType.Interaction))
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return;
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// Spawn a copy of the item using the original prototype.
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// This means any changes done to the item after spawning will be reset, but that should not be a problem for simple items like clothing etc.
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// we use a whitelist and blacklist to be sure to exclude any problematic entities
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if (_emag.CheckFlag(uid, EmagType.Interaction))
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return;
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if (_whitelist.IsWhitelistFail(whitelist, item) || _whitelist.IsBlacklistPass(blacklist, item))
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continue;
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if (!this.IsPowered(uid, EntityManager))
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return;
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_popupSystem.PopupEntity(Loc.GetString("cloning-pod-component-upgrade-emag-requirement"), uid);
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args.Handled = true;
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}
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public void Eject(EntityUid uid, CloningPodComponent? clonePod)
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{
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if (!Resolve(uid, ref clonePod))
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return;
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if (clonePod.BodyContainer.ContainedEntity is not { Valid: true } entity || clonePod.CloningProgress < clonePod.CloningTime)
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return;
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EntityManager.RemoveComponent<BeingClonedComponent>(entity);
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_containerSystem.Remove(entity, clonePod.BodyContainer);
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clonePod.CloningProgress = 0f;
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clonePod.UsedBiomass = 0;
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UpdateStatus(uid, CloningPodStatus.Idle, clonePod);
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RemCompDeferred<ActiveCloningPodComponent>(uid);
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}
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private void EndFailedCloning(EntityUid uid, CloningPodComponent clonePod)
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{
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clonePod.FailedClone = false;
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clonePod.CloningProgress = 0f;
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UpdateStatus(uid, CloningPodStatus.Idle, clonePod);
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var transform = Transform(uid);
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var indices = _transformSystem.GetGridTilePositionOrDefault((uid, transform));
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var tileMix = _atmosphereSystem.GetTileMixture(transform.GridUid, null, indices, true);
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if (_emag.CheckFlag(uid, EmagType.Interaction))
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{
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_audio.PlayPvs(clonePod.ScreamSound, uid);
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Spawn(clonePod.MobSpawnId, transform.Coordinates);
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}
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Solution bloodSolution = new();
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||||
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var i = 0;
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while (i < 1)
|
||||
{
|
||||
tileMix?.AdjustMoles(Gas.Ammonia, 6f);
|
||||
bloodSolution.AddReagent("Blood", 50);
|
||||
if (_robustRandom.Prob(0.2f))
|
||||
i++;
|
||||
}
|
||||
_puddleSystem.TrySpillAt(uid, bloodSolution, out _);
|
||||
|
||||
if (!_emag.CheckFlag(uid, EmagType.Interaction))
|
||||
{
|
||||
_material.SpawnMultipleFromMaterial(_robustRandom.Next(1, (int) (clonePod.UsedBiomass / 2.5)), clonePod.RequiredMaterial, Transform(uid).Coordinates);
|
||||
}
|
||||
|
||||
clonePod.UsedBiomass = 0;
|
||||
RemCompDeferred<ActiveCloningPodComponent>(uid);
|
||||
}
|
||||
|
||||
public void Reset(RoundRestartCleanupEvent ev)
|
||||
{
|
||||
ClonesWaitingForMind.Clear();
|
||||
var prototype = MetaData(item).EntityPrototype;
|
||||
if (prototype != null)
|
||||
_inventory.SpawnItemInSlot(clone, slot.Name, prototype.ID, silent: true, inventory: cloneInventory);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user