Fix AfterInteract not being awaited correctly in InteractionSystem

This commit is contained in:
Pieter-Jan Briers
2021-01-11 09:30:18 +01:00
parent 1becff68b9
commit 99727e8bc3

View File

@@ -401,7 +401,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
/// <summary>
/// We didn't click on any entity, try doing an AfterInteract on the click location
/// </summary>
private void InteractAfter(IEntity user, IEntity weapon, EntityCoordinates clickLocation, bool canReach)
private async void InteractAfter(IEntity user, IEntity weapon, EntityCoordinates clickLocation, bool canReach)
{
var message = new AfterInteractMessage(user, weapon, null, clickLocation, canReach);
RaiseLocalEvent(message);
@@ -415,7 +415,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
foreach (var afterInteract in afterInteracts)
{
afterInteract.AfterInteract(afterInteractEventArgs);
await afterInteract.AfterInteract(afterInteractEventArgs);
}
}
@@ -804,7 +804,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
/// Will have two behaviors, either "uses" the weapon at range on the entity if it is capable of accepting that action
/// Or it will use the weapon itself on the position clicked, regardless of what was there
/// </summary>
public void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, EntityCoordinates clickLocation)
public async void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, EntityCoordinates clickLocation)
{
var rangedMsg = new RangedInteractMessage(user, weapon, attacked, clickLocation);
RaiseLocalEvent(rangedMsg);
@@ -841,7 +841,7 @@ namespace Content.Server.GameObjects.EntitySystems.Click
//See if we have a ranged attack interaction
foreach (var afterAttack in afterAttacks)
{
afterAttack.AfterInteract(afterAttackEventArgs);
await afterAttack.AfterInteract(afterAttackEventArgs);
}
}