Chemistry revamp and bartending features
-Ability to mix drinks to create cocktails with shiny icons -New Chemistry System which can relay chemistry events to corresponding components -moved some solution logic from Shared to Server -fixed some weird stuff with DrinkComponent
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@@ -65,19 +65,11 @@ namespace Content.Server.GameObjects.Components.Chemistry
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serializer.DataField(ref _initialMaxVolume, "initialMaxVolume", 15);
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serializer.DataField(ref _transferAmount, "transferAmount", 5);
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}
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public override void Initialize()
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protected override void Startup()
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{
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base.Initialize();
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//Create and setup internal storage
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_internalContents = new SolutionComponent();
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_internalContents.InitializeFromPrototype();
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_internalContents.Init();
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_internalContents.MaxVolume = _initialMaxVolume;
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_internalContents.Owner = Owner; //Manually set owner to avoid crash when VV'ing this
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base.Startup();
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_internalContents = Owner.GetComponent<SolutionComponent>();
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_internalContents.Capabilities |= SolutionCaps.Injector;
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//Set _toggleState based on prototype
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_toggleState = _injectOnly ? InjectorToggleMode.Inject : InjectorToggleMode.Draw;
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}
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