- 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:
@@ -18,6 +18,8 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
List<Vent> ventList;
|
||||
|
||||
private float totalHullVolume;
|
||||
|
||||
public bool IsRunning()
|
||||
{
|
||||
return (running && item.Condition>0.0f);
|
||||
@@ -98,18 +100,27 @@ namespace Barotrauma.Items.Components
|
||||
if (linkedItem == null) continue;
|
||||
|
||||
Vent vent = linkedItem.GetComponent<Vent>();
|
||||
if (vent != null) ventList.Add(vent);
|
||||
if (vent == null) continue;
|
||||
|
||||
ventList.Add(vent);
|
||||
if (linkedItem.CurrentHull!=null) totalHullVolume += linkedItem.CurrentHull.FullVolume;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
GetVents();
|
||||
}
|
||||
|
||||
private void UpdateVents(float deltaOxygen)
|
||||
{
|
||||
if (!ventList.Any()) return;
|
||||
if (!ventList.Any() || totalHullVolume == 0.0f) return;
|
||||
|
||||
deltaOxygen = deltaOxygen / ventList.Count;
|
||||
foreach (Vent v in ventList)
|
||||
{
|
||||
v.OxygenFlow = deltaOxygen;
|
||||
if (v.Item.CurrentHull == null) continue;
|
||||
|
||||
v.OxygenFlow = deltaOxygen * (v.Item.CurrentHull.FullVolume / totalHullVolume);
|
||||
v.IsActive = true;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user