From 7f868455bcd6b44006f61057b6203fe16163ae64 Mon Sep 17 00:00:00 2001 From: Vera Aguilera Puerto Date: Sat, 8 May 2021 03:10:56 +0200 Subject: [PATCH] Fix RCD incorrect prototype ID for walls. This code seriously needs refactoring and cleanup. --- Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs b/Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs index a847c47012..1fa834e16a 100644 --- a/Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs +++ b/Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs @@ -142,7 +142,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD break; //Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code. case RcdMode.Walls: - var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos)); + var ent = _serverEntityManager.SpawnEntity("WallSolid", mapGrid.GridTileToLocal(snapPos)); ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south. break; case RcdMode.Airlock: