Remove last component.Name calls (#13593)
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@@ -23,7 +23,7 @@ namespace Content.Server.Construction
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{
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public sealed partial class ConstructionSystem
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{
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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@@ -192,7 +192,7 @@ namespace Content.Server.Construction
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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foreach (var entity in EnumerateNearby(user))
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{
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if (!arbitraryStep.EntityValid(entity, EntityManager))
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if (!arbitraryStep.EntityValid(entity, EntityManager, _factory))
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continue;
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if (string.IsNullOrEmpty(arbitraryStep.Store))
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@@ -455,7 +455,7 @@ namespace Content.Server.Construction
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switch (step)
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{
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case EntityInsertConstructionGraphStep entityInsert:
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if (entityInsert.EntityValid(holding, EntityManager))
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if (entityInsert.EntityValid(holding, EntityManager, _factory))
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valid = true;
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break;
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case ToolConstructionGraphStep _:
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@@ -285,7 +285,7 @@ namespace Content.Server.Construction
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// Since many things inherit this step, we delegate the "is this entity valid?" logic to them.
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// While this is very OOP and I find it icky, I must admit that it simplifies the code here a lot.
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if(!insertStep.EntityValid(insert, EntityManager))
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if(!insertStep.EntityValid(insert, EntityManager, _factory))
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return HandleResult.False;
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// If we're only testing whether this step would be handled by the given event, then we're done.
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