Entities now require a location when being spawned.
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.EntitySystems;
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@@ -162,7 +162,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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if (_finishPrototype != null)
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{
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var finisher = Owner.EntityManager.SpawnEntity(_finishPrototype);
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var finisher = Owner.EntityManager.SpawnEntity(_finishPrototype, Owner.Transform.GridPosition);
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if (user.TryGetComponent(out HandsComponent handsComponent) && finisher.TryGetComponent(out ItemComponent itemComponent))
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{
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if (handsComponent.CanPutInHand(itemComponent))
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Sound;
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@@ -148,7 +148,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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if (_availableSpawnCount > 0)
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{
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var prototypeName = _getProbItem(_prototypes);
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item = Owner.EntityManager.SpawnEntity(prototypeName);
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item = Owner.EntityManager.SpawnEntity(prototypeName, Owner.Transform.GridPosition);
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_availableSpawnCount -= 1;
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}
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@@ -166,7 +166,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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// Ideally this takes priority to be put into inventory rather than the desired item
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if (_finishPrototype != null)
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{
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var item = Owner.EntityManager.SpawnEntity(_finishPrototype);
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var item = Owner.EntityManager.SpawnEntity(_finishPrototype, Owner.Transform.GridPosition);
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item.Transform.GridPosition = Owner.Transform.GridPosition;
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Owner.Delete();
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if (user.TryGetComponent(out HandsComponent handsComponent) &&
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@@ -160,7 +160,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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if (_finishPrototype != null)
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{
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var finisher = Owner.EntityManager.SpawnEntity(_finishPrototype);
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var finisher = Owner.EntityManager.SpawnEntity(_finishPrototype, Owner.Transform.GridPosition);
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if (user.TryGetComponent(out HandsComponent handsComponent) && finisher.TryGetComponent(out ItemComponent itemComponent))
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{
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if (handsComponent.CanPutInHand(itemComponent))
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