Move spawning collections of EntitySpawnEntry out of StorageSystem, make Butcherable use it (#7305)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -20,6 +20,8 @@ using Content.Server.Hands.Components;
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using Content.Server.UserInterface;
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using Robust.Shared.Player;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Storage;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Drone
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@@ -32,6 +34,7 @@ namespace Content.Server.Drone
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override void Initialize()
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{
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@@ -120,9 +123,10 @@ namespace Content.Server.Drone
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if (TryComp<HandsComponent>(uid, out var hands) && hands.Count >= drone.Tools.Count)
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{
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foreach (var entry in drone.Tools)
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var items = EntitySpawnCollection.GetSpawns(drone.Tools, _robustRandom);
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foreach (var entry in items)
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{
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var item = EntityManager.SpawnEntity(entry.PrototypeId, spawnCoord);
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var item = EntityManager.SpawnEntity(entry, spawnCoord);
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AddComp<UnremoveableComponent>(item);
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if (!_handsSystem.TryPickupAnyHand(uid, item, checkActionBlocker: false))
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{
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