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@@ -29,7 +29,7 @@ namespace Content.Server.RCD.Systems
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if (args.Handled || !args.CanReach)
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return;
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if (args.Target == null || !EntityManager.TryGetComponent(args.Target.Uid, out RCDComponent? rcdComponent))
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if (args.Target == null || !EntityManager.TryGetComponent(args.Target, out RCDComponent? rcdComponent))
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return;
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if (rcdComponent.MaxAmmo - rcdComponent.CurrentAmmo < component.RefillAmmo)
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@@ -121,7 +121,7 @@ namespace Content.Server.RCD.Systems
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IEntity? tempQualifier = args.Target;
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if (tempQualifier != null)
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{
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IoCManager.Resolve<IEntityManager>().DeleteEntity(tempQualifier.Uid);
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IoCManager.Resolve<IEntityManager>().DeleteEntity((EntityUid) tempQualifier);
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}
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}
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break;
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@@ -129,11 +129,11 @@ namespace Content.Server.RCD.Systems
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// thus we early return to avoid the tile set code.
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case RcdMode.Walls:
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var ent = EntityManager.SpawnEntity("WallSolid", mapGrid.GridTileToLocal(snapPos));
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IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(ent.Uid).LocalRotation = Angle.Zero; // Walls always need to point south.
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IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(ent).LocalRotation = Angle.Zero; // Walls always need to point south.
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break;
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case RcdMode.Airlock:
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var airlock = EntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
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IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(airlock.Uid).LocalRotation = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(rcd.Owner.Uid).LocalRotation; //Now apply icon smoothing.
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IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(airlock).LocalRotation = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(rcd.Owner).LocalRotation; //Now apply icon smoothing.
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break;
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default:
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args.Handled = true;
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