- 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

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