From 5876097da4693fb227103c29db5edca61ec1c124 Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Mon, 8 Apr 2019 19:16:51 +0300 Subject: [PATCH] (4b07ea1ca) Removed unused method from HumanoidAnimController --- .../Source/GameSession/CrewManager.cs | 3 -- .../Animation/HumanoidAnimController.cs | 48 +------------------ .../BarotraumaShared/Source/PlayerInput.cs | 35 -------------- 3 files changed, 1 insertion(+), 85 deletions(-) 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();