Ignore puddles when prying floor tiles (#8896)
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@@ -1,4 +1,5 @@
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using System.Threading;
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using System.Threading;
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using Content.Server.Fluids.Components;
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using Content.Server.Tools.Components;
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using Content.Server.Tools.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction;
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using Content.Shared.Maps;
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using Content.Shared.Maps;
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@@ -39,7 +40,7 @@ public sealed partial class ToolSystem
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private void OnTilePryingAfterInteract(EntityUid uid, TilePryingComponent component, AfterInteractEvent args)
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private void OnTilePryingAfterInteract(EntityUid uid, TilePryingComponent component, AfterInteractEvent args)
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{
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{
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if (args.Handled || !args.CanReach || args.Target != null) return;
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if (args.Handled || !args.CanReach || (args.Target != null && !HasComp<PuddleComponent>(args.Target))) return;
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if (TryPryTile(args.User, component, args.ClickLocation))
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if (TryPryTile(args.User, component, args.ClickLocation))
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args.Handled = true;
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args.Handled = true;
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