Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)
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@@ -162,9 +162,9 @@ namespace Barotrauma
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}
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//public virtual void Apply(ActionType type, float deltaTime, Item item, Character character = null)
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//public virtual void Apply(ActionType type, float deltaTime, Item item, Character Character = null)
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//{
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// if (this.type == type) Apply(deltaTime, character, item);
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// if (this.type == type) Apply(deltaTime, Character, item);
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//}
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private bool HasRequiredItems(Entity entity)
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@@ -225,7 +225,7 @@ namespace Barotrauma
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}
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}
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//protected virtual void Apply(float deltaTime, Character character, Item item)
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//protected virtual void Apply(float deltaTime, Character Character, Item item)
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//{
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// if (explosion != null) explosion.Explode(item.SimPosition);
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@@ -235,7 +235,7 @@ namespace Barotrauma
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// {
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// ObjectProperty property;
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// if (character!=null && character.properties.TryGetValue(propertyNames[i], out property))
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// if (Character!=null && Character.properties.TryGetValue(propertyNames[i], out property))
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// {
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// ApplyToProperty(property, propertyEffects[i], deltaTime);
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// }
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