diff --git a/Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs b/Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs index 8cdae84a9362c7..e722108e147ecd 100644 --- a/Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs +++ b/Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs @@ -70,13 +70,18 @@ private void SplashOnMeleeHit(Entity entity, ref MeleeHitEve 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(hit)) + hitCount -= 1; + } + foreach (var hit in args.HitEntities) { if (!HasComp(hit)) - { - hitCount -= 1; // so we don't undershoot solution calculation for actual reactive entities continue; - } var splitSolution = _solutionContainerSystem.SplitSolution(soln.Value, totalSplit / hitCount);