diff --git a/Barotrauma/BarotraumaShared/Source/Characters/StatusEffect.cs b/Barotrauma/BarotraumaShared/Source/Characters/StatusEffect.cs index d615243ad..a1d6cc4b0 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/StatusEffect.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/StatusEffect.cs @@ -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.HudUse(deltaTime, targets.FirstOrDefault(t => t is Character) as Character); - } - } foreach (ISerializableEntity target in targets) { diff --git a/Barotrauma/BarotraumaShared/Source/Items/CharacterInventory.cs b/Barotrauma/BarotraumaShared/Source/Items/CharacterInventory.cs index 8d6dce863..b25a8e34a 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/CharacterInventory.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/CharacterInventory.cs @@ -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; } diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs index 1e7096266..970d7d23f 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/ItemComponent.cs @@ -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) { } diff --git a/Barotrauma/BarotraumaShared/Source/Items/Item.cs b/Barotrauma/BarotraumaShared/Source/Items/Item.cs index 8f1d82837..2da3079f7 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Item.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Item.cs @@ -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) {