* Fixed!
* That could have been bad this is why I'm glad I check the diff xD
return;
args.Handled = true;
+
+ // First update the hit count so anything that is not reactive wont count towards the total!
+ foreach (var hit in args.HitEntities)
+ {
+ if (!HasComp<ReactiveComponent>(hit))
+ hitCount -= 1;
+ }
+
foreach (var hit in args.HitEntities)
{
if (!HasComp<ReactiveComponent>(hit))
- {
- hitCount -= 1; // so we don't undershoot solution calculation for actual reactive entities
continue;
- }
var splitSolution = _solutionContainerSystem.SplitSolution(soln.Value, totalSplit / hitCount);