realised half way through that I don't even need a new action type, oops

This commit is contained in:
Alex Noir
2017-12-10 13:45:12 +03:00
parent 00653c5aa4
commit 1d6d1a066f
4 changed files with 4 additions and 50 deletions

View File

@@ -41,7 +41,6 @@ namespace Barotrauma
private readonly float duration;
private readonly bool useItem;
private readonly bool hudUseItem;
public readonly ActionType type;
@@ -167,11 +166,9 @@ namespace Barotrauma
FireSize = subElement.GetAttributeFloat("size",10.0f);
break;
case "use":
case "useitem":
useItem = true;
break;
case "huduse":
hudUseItem = true;
break;
case "requireditem":
case "requireditems":
RelatedItem newRequiredItem = RelatedItem.Load(subElement);
@@ -261,13 +258,6 @@ namespace Barotrauma
item.Use(deltaTime, targets.FirstOrDefault(t => t is Character) as Character);
}
}
if (hudUseItem)
{
foreach (Item item in targets.FindAll(t => t is Item).Cast<Item>())
{
item.HudUse(deltaTime, targets.FirstOrDefault(t => t is Character) as Character);
}
}
foreach (ISerializableEntity target in targets)
{

View File

@@ -36,7 +36,6 @@ namespace Barotrauma
{
if (Items[slotIndex] == null) return false;
//Isn't this useless? Client isn't handling status effects. Plus, this doesn't send the ActionType so it can be wrong even.
#if CLIENT
if (GameMain.Client != null)
{
@@ -47,10 +46,10 @@ namespace Barotrauma
if (GameMain.Server != null)
{
GameMain.Server.CreateEntityEvent(Items[slotIndex], new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnHudUse, character.ID });
GameMain.Server.CreateEntityEvent(Items[slotIndex], new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, character.ID });
}
Items[slotIndex].ApplyStatusEffects(ActionType.OnHudUse, 1.0f, character);
Items[slotIndex].ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
return true;
}

View File

@@ -290,13 +290,6 @@ namespace Barotrauma.Items.Components
return false;
}
//called when the item is used via the HUD button
//returns true if the item was used succesfully (not out of ammo, reloading, etc)
public virtual bool HudUse(float deltaTime, Character character = null)
{
return false;
}
//called when the item is equipped and right mouse button is pressed
public virtual void Aim(float deltaTime, Character character = null) { }

View File

@@ -16,7 +16,7 @@ namespace Barotrauma
{
public enum ActionType
{
Always, OnPicked, OnUse, OnHudUse, OnAim,
Always, OnPicked, OnUse, OnAim,
OnWearing, OnContaining, OnContained,
OnActive, OnFailure, OnBroken,
OnFire, InWater,
@@ -800,7 +800,6 @@ namespace Barotrauma
if (!ic.WasUsed)
{
ic.StopSounds(ActionType.OnUse);
ic.StopSounds(ActionType.OnHudUse);
}
#endif
ic.WasUsed = false;
@@ -1166,33 +1165,6 @@ namespace Barotrauma
if (remove) Remove();
}
public void HudUse(float deltaTime, Character character = null)
{
if (condition == 0.0f) return;
bool remove = false;
foreach (ItemComponent ic in components)
{
if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
if (ic.HudUse(deltaTime, character))
{
ic.WasUsed = true;
#if CLIENT
ic.PlaySound(ActionType.OnHudUse, WorldPosition);
#endif
ic.ApplyStatusEffects(ActionType.OnHudUse, deltaTime, character);
if (ic.DeleteOnUse) remove = true;
}
}
if (remove) Remove();
}
public void Aim(float deltaTime, Character character = null)
{
foreach (ItemComponent ic in components)
{