<commit_before>﻿using UnityEngine;

public class FoodTrigger : PickUpTrigger
{

	private FoodBehaviour food;
	void Start()
	{
		food = GetComponent<FoodBehaviour>();
	}

	public override void UI_Interact(GameObject originator, string hand)
	{
		base.UI_Interact(originator, hand);

		if (!isServer)
		{
			UIInteractMessage.Send(gameObject, UIManager.Hands.CurrentSlot.eventName);
		}
		else
		{
			food.TryEat();
		}
	}<commit_msg>Fixed the problem where clients couldn't eat food.<commit_after>﻿using UnityEngine;

public class FoodTrigger : PickUpTrigger
{

	private FoodBehaviour food;
	void Start()
	{
		food = GetComponent<FoodBehaviour>();
	}

	public override void UI_Interact(GameObject originator, string hand)
	{
		food.TryEat();
	}
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