Fix 3000 errors
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@@ -1,9 +1,7 @@
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using System.Threading.Tasks;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.DoAfter;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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@@ -143,7 +141,7 @@ namespace Content.Server.Fluids.Components
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// is the puddle cleaned?
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if (puddleSolution.TotalVolume - transferAmount <= 0)
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{
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IoCManager.Resolve<IEntityManager>().DeleteEntity((EntityUid) puddleComponent.Owner);
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IoCManager.Resolve<IEntityManager>().DeleteEntity(puddleComponent.Owner);
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// After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
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// we do this WITHOUT adding to the existing puddle. Otherwise we have might have water puddles with the vomit sprite.
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@@ -28,32 +28,12 @@ namespace Content.Server.Fluids.Components
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/// <param name="sound">Play the spill sound.</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype,
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public static PuddleComponent? SpillAt(this Solution solution, EntityUid entity, string prototype,
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bool sound = true, bool combine = true)
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{
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return solution.SpillAt(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(entity).Coordinates, prototype, sound, combine: combine);
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}
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="entity">
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/// The entity to use as a location to spill the solution at.
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/// </param>
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/// <param name="solution">Initial solution for the prototype.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <param name="entityManager"></param>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, EntityUid entity, string prototype,
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bool sound = true, IEntityManager? entityManager = null, bool combine = true)
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{
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entityManager ??= IoCManager.Resolve<IEntityManager>();
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return solution.SpillAt(entityManager.GetComponent<TransformComponent>(entity).Coordinates, prototype, sound, combine: combine);
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}
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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@@ -66,7 +46,7 @@ namespace Content.Server.Fluids.Components
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/// <param name="sound">Play the spill sound.</param>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, IEntity entity, string prototype,
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public static bool TrySpillAt(this Solution solution, EntityUid entity, string prototype,
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[NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true, bool combine = true)
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{
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puddle = solution.SpillAt(entity, prototype, sound, combine: combine);
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