- changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen to larger rooms

- bugfixes in HumanoidAnimController.Flip()
- item/itemcomponent statuseffects are stored in a dictionary with the actiontype as a key, so the item doesn't have to iterate over all the components and all their statuseffects
- gap bubble particle tweaking
This commit is contained in:
Regalis
2016-03-29 17:57:05 +03:00
parent 23f1623562
commit 3ac8139fc7
10 changed files with 129 additions and 62 deletions

View File

@@ -1151,12 +1151,13 @@ namespace Barotrauma
case LimbType.RightThigh:
case LimbType.RightLeg:
case LimbType.RightFoot:
mirror = true;
flipAngle = true;
wrapAngle = true;
mirror = Crouching && !inWater;
flipAngle = (limb.DoesFlip || Crouching) && !inWater;
wrapAngle = !inWater;
break;
default:
flipAngle = limb.DoesFlip;
flipAngle = limb.DoesFlip && !inWater;
wrapAngle = !inWater;
break;
}