Releases: raggebatman/Radiation
[v1.1.1] Revision
Summary:
-
Fixed an issue where radiation would start on the next round before warhead detonation.
-
New command
radiation version
Added:
-
Command
Commands.VersionCommand
-
Enum
Enums.RadiationStatus
-
Method
RadiationAPI.Status()
Changed:
-
Coroutine tags now use constants rather than unique strings.
-
In events that stop radiation,
StopDelay()
now gets called as well as
StopRadiation()
. Previously onlyStopRadiation()
would be called.StopRadiation()
does callStopDelay()
in its body but it is called after the check is done
that determines whether or not radiation has started. The result would be that
the radiation delay coroutine does not get killed when restarting the round if
radiation had not been started, meaning that radiation would "leak through" to
the next round. -
Tuples are now used as return values instead of booleans. This mainly improves
how command feedback is handled.
Removed:
- Permissions
radiation.status
andradiation.version
, these can now be used
by anyone with access to the Remote Admin console.
[v1.1.0] Minor release
Summary:
-
New command
radiation status
-
Checks for if hints can be displayed when players change roles (e.g. on spawn)
Added:
-
Command
Commands.StatusCommand
-
Event
ServerEvents.OnPlayerChangeRole()
-
Enum
Enums.RadiationDamage
-
Method
RadiationAPI.RadiationDamageType()
-
Overloads for
RadiationAPI.ShowHint()
,RadiationAPI.DealDamage()
,RadiationAPI.RadiationDamageType()
-
Property
Plugin.radiationDelayed
Changed:
-
Removed
Plugin.StartRadiation()
fromPlugin.EnableRadiation()
-
Plugin.Singleton
setter is now private -
Plugin.radiationEnabled
andPlugin.radiationStarted
getters are now public -
Improved logic in general
-
Janitored the config and updated the example
-
AssemblyVersion
andAssemblyFileVersion
to be more or less compliant
[v1.0.0] Initial release
Initial Release