- 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
@@ -100,12 +100,7 @@ namespace Barotrauma.Items.Components
DropConnectedWires(picker);
ApplyStatusEffects(ActionType.OnPicked, 1.0f, picker);
//foreach (StatusEffect effect in item.Prefab.statusEffects)
//{
// effect.OnPicked(picker, null);
//}
return true;
}
@@ -189,10 +189,7 @@ namespace Barotrauma.Items.Components
{
targetItem.IsHighlighted = true;
foreach (StatusEffect effect in statusEffects)
{
effect.Apply(ActionType.OnUse, deltaTime, item, targetItem.AllPropertyObjects);
}
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
}
return true;