diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs
index 6b9d55aee..1a7eaf05b 100644
--- a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs
+++ b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs
@@ -276,9 +276,6 @@ namespace Barotrauma
characterInfos.Add(characterInfo);
}
- characterInfos.Add(characterInfo);
- }
-
///
/// Remove the character from the crew (and crew menus).
///
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs b/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs
index 901a2dc02..529c2d3bc 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/Animation/HumanoidAnimController.cs
@@ -800,53 +800,7 @@ namespace Barotrauma
Collider.LinearVelocity.Y > 0.0f ? Collider.LinearVelocity.Y * 0.5f : Collider.LinearVelocity.Y);
}
}
-
- private void ClimbOverObstacles()
- {
- if (Collider.FarseerBody.ContactList == null || Math.Abs(movement.X) < 0.01f) return;
-
- //check if the collider is touching a suitable obstacle to climb over
- Vector2? handle = null;
- FarseerPhysics.Dynamics.Contacts.ContactEdge ce = Collider.FarseerBody.ContactList;
- while (ce != null && ce.Contact != null)
- {
- if (ce.Contact.Enabled && ce.Contact.IsTouching && ce.Contact.FixtureA.CollisionCategories.HasFlag(Physics.CollisionWall))
- {
- Vector2 contactNormal;
- FarseerPhysics.Common.FixedArray2 contactPos;
- ce.Contact.GetWorldManifold(out contactNormal, out contactPos);
-
- //only climb if moving towards the obstacle
- if (Math.Sign(contactPos[0].X - Collider.SimPosition.X) == Math.Sign(movement.X) &&
- (handle == null || contactPos[0].Y > ((Vector2)handle).Y))
- {
- handle = contactPos[0];
- }
- }
-
- ce = ce.Next;
- }
-
- if (handle == null) return;
-
- float colliderBottomY = GetColliderBottom().Y;
-
- //the contact point should be higher than the bottom of the collider
- if (((Vector2)handle).Y < colliderBottomY + 0.01f ||
- ((Vector2)handle).Y > Collider.SimPosition.Y) return;
-
- //find the height of the floor below the torso
- //(if moving towards towards an obstacle that's low enough to climb over, the torso should be above it)
- float obstacleY = GetFloorY(GetLimb(LimbType.Torso));
-
- if (obstacleY > colliderBottomY)
- {
- //higher vertical velocity for taller obstacles
- Collider.LinearVelocity += Vector2.UnitY * (((Vector2)handle).Y - colliderBottomY + 0.01f) * 50;
- onGround = true;
- }
- }
-
+
private float handCyclePos;
private float legCyclePos;
void UpdateSwimming()
diff --git a/Barotrauma/BarotraumaShared/Source/PlayerInput.cs b/Barotrauma/BarotraumaShared/Source/PlayerInput.cs
index 13e26729f..1f29bd4dd 100644
--- a/Barotrauma/BarotraumaShared/Source/PlayerInput.cs
+++ b/Barotrauma/BarotraumaShared/Source/PlayerInput.cs
@@ -153,41 +153,6 @@ namespace Barotrauma
get { return binding; }
}
- public void SetState()
- {
- hit = binding.IsHit();
- if (hit) hitQueue = true;
-
- held = binding.IsDown();
- if (held) heldQueue = true;
- }
-#endif
-
- public void SetState()
- {
- hit = binding.IsHit();
- if (hit) hitQueue = true;
-
- held = binding.IsDown();
- if (held) heldQueue = true;
- }
-#endif
-
- public KeyOrMouse State
- {
- get { return binding; }
- }
-
- public void SetState()
- {
- hit = binding.IsHit();
- if (hit) hitQueue = true;
-
- held = binding.IsDown();
- if (held) heldQueue = true;
- }
-#endif
-
public void SetState()
{
hit = binding.IsHit();