From d65f79310dacf9a036fbcd1daf9ebdffeda73899 Mon Sep 17 00:00:00 2001 From: Vera Aguilera Puerto Date: Fri, 12 Feb 2021 10:59:06 +0100 Subject: [PATCH] Fix RCD creating walls with wrong rotation Fixes #3154 --- Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs b/Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs index d1f8128909..031eeea938 100644 --- a/Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs +++ b/Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs @@ -133,7 +133,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD //Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code. case RcdMode.Walls: var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos)); - ent.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing. + ent.Transform.LocalRotation = Angle.South; // Walls always need to point south. break; case RcdMode.Airlock: var airlock = _serverEntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));