for (var i = 0; i < Aabbs1.Length; i++)
{
var aabb = Aabbs1[i];
- _b2Tree.CreateProxy(aabb, i);
+ _b2Tree.CreateProxy(aabb, uint.MaxValue, i);
_tree.Add(i);
}
}
await CraftItem(Spear);
await FindEntity(Spear);
+ // Reset target because entitylookup will dump this.
+ Target = null;
+
// Player's hands should be full of the remaining rods, except those dropped during the failed crafting attempt.
// Spear and left over stacks should be on the floor.
await AssertEntityLookup((Rod, 2), (Cable, 7), (ShardGlass, 2), (Spear, 1));
// Please someone purge async construction code
Task<bool> task = default!;
- await Server.WaitPost(() => task = SConstruction.TryStartItemConstruction(prototype, SEntMan.GetEntity(Player)));
+ await Server.WaitPost(() =>
+ {
+ task = SConstruction.TryStartItemConstruction(prototype, SEntMan.GetEntity(Player));
+ });
Task? tickTask = null;
while (!task.IsCompleted)