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