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