- 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
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@@ -429,6 +429,13 @@ namespace Barotrauma
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case "showaitargets":
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AITarget.ShowAITargets = !AITarget.ShowAITargets;
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break;
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case "killmonsters":
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foreach (Character c in Character.CharacterList)
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{
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if (!(c.AIController is EnemyAIController)) continue;
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c.AddDamage(CauseOfDeath.Damage, 10000.0f, null);
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}
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break;
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case "sendrandomdata":
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int messageCount = 1;
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