Reducing usage of #if CLIENT / #elif SERVER

The server will implement some classes it probably shouldn't need because certain items or game states depend on them.
This commit is contained in:
juanjp600
2017-06-14 17:30:40 -03:00
parent 389a9512d9
commit 7bc535780c
471 changed files with 3985 additions and 3159 deletions
+1 -39
View File
@@ -13,7 +13,7 @@ namespace Barotrauma
Structure = 1, Machine = 2, Equipment = 4, Electrical = 8, Material = 16, Misc = 32, Alien = 64
}
class MapEntityPrefab
partial class MapEntityPrefab
{
public static List<MapEntityPrefab> list = new List<MapEntityPrefab>();
@@ -172,39 +172,6 @@ namespace Barotrauma
}
}
public virtual void DrawPlacing(SpriteBatch spriteBatch, Camera cam)
{
Vector2 placeSize = Submarine.GridSize;
if (placePosition == Vector2.Zero)
{
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
GUI.DrawLine(spriteBatch, new Vector2(position.X - GameMain.GraphicsWidth, -position.Y), new Vector2(position.X + GameMain.GraphicsWidth, -position.Y), Color.White,0,(int)(2.0f/cam.Zoom));
GUI.DrawLine(spriteBatch, new Vector2(position.X, -(position.Y - GameMain.GraphicsHeight)), new Vector2(position.X, -(position.Y + GameMain.GraphicsHeight)), Color.White, 0, (int)(2.0f / cam.Zoom));
}
else
{
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
if (resizeHorizontal) placeSize.X = position.X - placePosition.X;
if (resizeVertical) placeSize.Y = placePosition.Y - position.Y;
Rectangle newRect = Submarine.AbsRect(placePosition, placeSize);
newRect.Width = (int)Math.Max(newRect.Width, Submarine.GridSize.X);
newRect.Height = (int)Math.Max(newRect.Height, Submarine.GridSize.Y);
if (Submarine.MainSub != null)
{
newRect.Location -= Submarine.MainSub.Position.ToPoint();
}
newRect.Y = -newRect.Y;
GUI.DrawRectangle(spriteBatch, newRect, Color.DarkBlue);
}
}
protected virtual void CreateInstance(Rectangle rect)
{
object[] lobject = new object[] { this, rect };
@@ -230,10 +197,5 @@ namespace Barotrauma
return (object)selected;
}
public void DrawListLine(SpriteBatch spriteBatch, Vector2 pos, Color color)
{
GUI.Font.DrawString(spriteBatch, name, pos, color);
}
}
}