* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement. * Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs. * Make DoAfterArgs only use OnMove to determine whether to check for movement and MoveThreshold to determine the threshold regardless of weightlessness. Gave DistanceThreshold a default value which will always be checked now. * Fix issue introduced by merge. * Use interaction system for determining whether a distance is within range * Fix incorrect doafter args introduced by previous merge. Forgor to commit these. * Exorcise ghost. The execution system should have been deleted when I merged previously. For a reason I cannot comprehend it came back, but only the execution system. * Exorcise ghost Pt. 2 * Allow for movement check to be overriden in zero g and adjust doafter args where needed. You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check. The following doafters were made to ignore the movement check in zero g: - Healing yourself with healing items, - Removing embedded projectiles, - Using tools like welders and crowbars * Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement. * Fix evil incorrect and uneeded comments |
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| .. | ||
| EmergencyLightSystem.cs | ||
| ExpendableLightSystem.cs | ||
| HandheldLightSystem.cs | ||
| LightBulbSystem.cs | ||
| LightReplacerSystem.cs | ||
| LitOnPoweredSystem.cs | ||
| MatchboxSystem.cs | ||
| MatchstickSystem.cs | ||
| PoweredLightSystem.cs | ||
| RgbLightControllerSystem.cs | ||
| RotatingLightSystem.cs | ||
| UnpoweredFlashlightSystem.cs | ||