Hmm. After reading this tweet (https://twitter.com/RustUpdates/status/626517278323003393) I started poking around, and I found this in BaseEntity. Does this mean if you find an item in a radtown, it has a chance of giving off radiation?
Code:public float radiationLevel { get { if (this.triggers == null) return 0.0f; float a = 0.0f; using (List<TriggerBase>.Enumerator enumerator = this.triggers.GetEnumerator()) { while (enumerator.MoveNext()) { TriggerRadiation triggerRadiation = enumerator.Current as TriggerRadiation; if (!((UnityEngine.Object) triggerRadiation == (UnityEngine.Object) null)) a = Mathf.Max(a, triggerRadiation.GetRadiation(this.GetNetworkPosition()) * this.RadiationExposureFraction()); } } return a; } }
Radiation movement
Discussion in 'Rust Discussion' started by Maxcloud, Jul 31, 2015.