- fixed level generation algorithm placing waypoints at unreachable positions

- changes to drowning/suffocation logic (oxygen-value drops/rises at a fixed rate depending on whether there's enough oxygen available, instead of effects "stacking")
This commit is contained in:
Regalis
2016-03-09 16:57:11 +02:00
parent a1c728d207
commit 6deab579a1
6 changed files with 49 additions and 60 deletions

View File

@@ -39,7 +39,7 @@ namespace Barotrauma.Lights
{
lights = new List<LightSource>();
AmbientLight = new Color(80, 80, 80, 255);
AmbientLight = new Color(60, 60, 60, 255);
visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");