v1.0.13.1 (first post-1.0 patch)
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+3
-3
@@ -129,7 +129,7 @@ namespace Barotrauma
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private set;
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}
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[Serialize("0.0,1.0", IsPropertySaveable.Yes), Editable]
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[Serialize("0.0,1.0", IsPropertySaveable.Yes, description: "The sprite depth of the object (min, max). Values of 0 or less make the object render in front of walls, values larger than 0 make it render behind walls with a parallax effect."), Editable]
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public Vector2 DepthRange
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{
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get;
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@@ -273,14 +273,14 @@ namespace Barotrauma
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private set;
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}
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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[Serialize(false, IsPropertySaveable.Yes, description: "Should the object disappear if the object is destroyed? Only relevant if TakeLevelWallDamage is true."), Editable]
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public bool HideWhenBroken
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{
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get;
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private set;
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}
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[Serialize(100.0f, IsPropertySaveable.Yes), Editable]
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[Serialize(100.0f, IsPropertySaveable.Yes, description: "Amount of health the object has. Only relevant if TakeLevelWallDamage is true."), Editable]
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public float Health
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{
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get;
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@@ -1,4 +1,5 @@
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using Barotrauma.Networking;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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@@ -658,6 +659,10 @@ namespace Barotrauma
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{
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effect.Apply(effect.type, deltaTime, triggerer, item.AllPropertyObjects, position);
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}
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else if (triggerer is Submarine sub)
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{
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effect.Apply(effect.type, deltaTime, sub, Array.Empty<ISerializableEntity>(), position);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) || effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
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{
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targets.Clear();
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