* setup planting doafter * spawn plants after use seed * some work * move comps to separate folder * public check daylight * daylight plant energy regeneration * some fixes * bruh, im thinking * added ingame soil * added hoe * attaching plants * hoe system * block plant dublicating * some planting refactor * shovel as pant + soil remover * plant growing visualizer * soil resprite * split farming system to second partial class * update throught event refactor * tring sync update plant with update visuals * finish visual sync * plants growing * more partial splitting, naming work, clean up * Update FARMINGTEST.yml * Update FARMINGTEST.yml * fix typo * prototype value validating * Оно бухает воду! * solution visualizer in soil * forgot some fix * part of Tornado review fix * destroy RemovePlantComponent * more fixes * simple harvesting * refactor plant component values changing * harvest redo * gather on destroyByTool * sickle resprite * plant fading * fading per minute! * wheat sprites * YML restruct * fixes * auto root plants * add comments * move sprites * split structures from object textures * wheat farming! * Update CP14FarmingSystem.Interactions.cs * seedbed (#297) seedbed :^) * a * Update soil.yml --------- Co-authored-by: Jaraten <116667537+Jaraten@users.noreply.github.com>
22 lines
623 B
C#
22 lines
623 B
C#
using Content.Shared._CP14.SpawnOnTileTool;
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namespace Content.Server._CP14.SpawnOnTileTool;
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public sealed partial class CP14SpawnOnTileToolSystem : SharedCP14SpawnOnTileToolSystem
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{
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public override void Initialize()
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{
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SubscribeLocalEvent<CP14SpawnOnTileToolComponent, SpawnOnTileToolAfterEvent>(AfterDoAfter);
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}
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private void AfterDoAfter(Entity<CP14SpawnOnTileToolComponent> ent, ref SpawnOnTileToolAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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SpawnAtPosition(args.Spawn, GetCoordinates(args.Coordinates));
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args.Handled = true;
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}
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}
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