diff --git a/Barotrauma/BarotraumaShared/Source/DebugConsole.cs b/Barotrauma/BarotraumaShared/Source/DebugConsole.cs index f67922ff8..0235632b7 100644 --- a/Barotrauma/BarotraumaShared/Source/DebugConsole.cs +++ b/Barotrauma/BarotraumaShared/Source/DebugConsole.cs @@ -307,50 +307,6 @@ namespace Barotrauma //commands.Add(new Command("togglekarma", "togglekarma: Toggles the karma system.", null)); - commands.Add(new Command("enablecrewai", "enablecrewai: Enable the AI of the NPCs in the crew.", (string[] args) => - { - HumanAIController.DisableCrewAI = false; - NewMessage("Crew AI enabled", Color.Green); - }, isCheat: true)); - - commands.Add(new Command("disableenemyai", "disableenemyai: Disable the AI of the Enemy characters (monsters).", (string[] args) => - { - EnemyAIController.DisableEnemyAI = true; - NewMessage("Enemy AI disabled", Color.Red); - }, isCheat: true)); - - commands.Add(new Command("enableenemyai", "enableenemyai: Enable the AI of the Enemy characters (monsters).", (string[] args) => - { - EnemyAIController.DisableEnemyAI = false; - NewMessage("Enemy AI enabled", Color.Green); - }, isCheat: true)); - - commands.Add(new Command("botcount", "botcount [x]: Set the number of bots in the crew in multiplayer.", null)); - - commands.Add(new Command("botspawnmode", "botspawnmode [fill/normal]: Set how bots are spawned in the multiplayer.", null)); - - commands.Add(new Command("autorestart", "autorestart [true/false]: Enable or disable round auto-restart.", null)); - - commands.Add(new Command("autorestartinterval", "autorestartinterval [seconds]: Set how long the server waits between rounds before automatically starting a new one. If set to 0, autorestart is disabled.", null)); - - commands.Add(new Command("autorestarttimer", "autorestarttimer [seconds]: Set the current autorestart countdown to the specified value.", null)); - - commands.Add(new Command("startwhenclientsready", "startwhenclientsready [true/false]: Enable or disable automatically starting the round when clients are ready to start.", null)); - - commands.Add(new Command("giveperm", "giveperm [id]: Grants administrative permissions to the player with the specified client ID.", null)); - - commands.Add(new Command("revokeperm", "revokeperm [id]: Revokes administrative permissions to the player with the specified client ID.", null)); - - commands.Add(new Command("giverank", "giverank [id]: Assigns a specific rank (= a set of administrative permissions) to the player with the specified client ID.", null)); - - commands.Add(new Command("givecommandperm", "givecommandperm [id]: Gives the player with the specified client ID the permission to use the specified console commands.", null)); - - commands.Add(new Command("revokecommandperm", "revokecommandperm [id]: Revokes permission to use the specified console commands from the player with the specified client ID.", null)); - - commands.Add(new Command("showperm", "showperm [id]: Shows the current administrative permissions of the client with the specified client ID.", null)); - - //commands.Add(new Command("togglekarma", "togglekarma: Toggles the karma system.", null)); - commands.Add(new Command("kick", "kick [name]: Kick a player out of the server.", (string[] args) => { if (GameMain.NetworkMember == null || args.Length == 0) return; diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/OxygenGenerator.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/OxygenGenerator.cs index f9ef48349..59d404be7 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/OxygenGenerator.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/OxygenGenerator.cs @@ -22,7 +22,7 @@ namespace Barotrauma.Items.Components private set; } - [Editable(ToolTip = "How much oxygen the machine generates when operating at full power."), Serialize(100.0f, true)] + [Editable(ToolTip = "How much oxygen the machine generates when operating at full power."), Serialize(400.0f, true)] public float GeneratedAmount { get { return generatedAmount; } @@ -62,8 +62,13 @@ namespace Barotrauma.Items.Components } CurrFlow = Math.Min(voltage, 1.0f) * generatedAmount * 100.0f; + //less effective when in bad condition - CurrFlow *= MathHelper.Lerp(0.5f, 1.0f, item.Condition / item.MaxCondition); + float conditionMult = item.Condition / item.MaxCondition; + //100% condition = 100% oxygen + //50% condition = 25% oxygen + //20% condition = 4% + CurrFlow *= conditionMult * conditionMult; UpdateVents(CurrFlow);