Spilling reagents on mutliple entities at once fix (#29763)
* Fixed! * That could have been bad this is why I'm glad I check the diff xD
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@ -70,13 +70,18 @@ public sealed partial class PuddleSystem
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return;
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args.Handled = true;
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// First update the hit count so anything that is not reactive wont count towards the total!
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foreach (var hit in args.HitEntities)
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{
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if (!HasComp<ReactiveComponent>(hit))
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hitCount -= 1;
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}
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foreach (var hit in args.HitEntities)
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{
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if (!HasComp<ReactiveComponent>(hit))
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{
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hitCount -= 1; // so we don't undershoot solution calculation for actual reactive entities
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continue;
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}
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var splitSolution = _solutionContainerSystem.SplitSolution(soln.Value, totalSplit / hitCount);
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