Server clears EntityEventManager before starting a new round, not just when ending it (fixes events breaking during the next round if an item created an event when unloading the previous sub) + some additional error checks

This commit is contained in:
Regalis
2017-01-14 20:26:41 +02:00
parent 6252db7928
commit bd7766d3e7
5 changed files with 38 additions and 5 deletions

View File

@@ -511,9 +511,15 @@ namespace Barotrauma
Submarine.MainSub.GodMode = !Submarine.MainSub.GodMode;
break;
case "dumpids":
int count = commands.Length < 2 ? 10 : int.Parse(commands[1]);
Entity.DumpIds(count);
try
{
int count = commands.Length < 2 ? 10 : int.Parse(commands[1]);
Entity.DumpIds(count);
}
catch
{
return;
}
break;
case "heal":
if (Character.Controlled != null)