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:
@@ -1250,6 +1250,8 @@ namespace Barotrauma
|
||||
if (GameMain.GameScreen.Cam != null) GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
|
||||
|
||||
Entity.RemoveAll();
|
||||
|
||||
System.Diagnostics.Debug.Assert(Item.ItemList.Count == 0);
|
||||
|
||||
PhysicsBody.list.Clear();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user