v1.0.13.1 (first post-1.0 patch)
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@@ -939,7 +939,7 @@ namespace Barotrauma
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Rand.Range(worldRect.X, worldRect.Right + 1),
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Rand.Range(worldRect.Y - worldRect.Height, worldRect.Y + 1));
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var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f)), collisionIgnoreTimer: 1f);
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var particle = GameMain.ParticleManager.CreateParticle(Prefab.DamageParticle, particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f)), collisionIgnoreTimer: 1f);
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if (particle == null) break;
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}
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}
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@@ -1085,9 +1085,9 @@ namespace Barotrauma
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return new AttackResult(damageAmount, null);
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}
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public void SetDamage(int sectionIndex, float damage, Character attacker = null, bool createNetworkEvent = true, bool createExplosionEffect = true)
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public void SetDamage(int sectionIndex, float damage, Character attacker = null, bool createNetworkEvent = true, bool isNetworkEvent = true, bool createExplosionEffect = true)
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{
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if (Submarine != null && Submarine.GodMode || Indestructible) { return; }
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if (Submarine != null && Submarine.GodMode || (Indestructible && !isNetworkEvent)) { return; }
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if (!Prefab.Body) { return; }
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if (!MathUtils.IsValid(damage)) { return; }
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