diff --git a/Subsurface/Barotrauma.csproj b/Subsurface/Barotrauma.csproj
index b4ac02d5a..969339df7 100644
--- a/Subsurface/Barotrauma.csproj
+++ b/Subsurface/Barotrauma.csproj
@@ -101,7 +101,6 @@
-
@@ -150,8 +149,6 @@
-
-
diff --git a/Subsurface/Source/Characters/AI/Objectives/AIObjectiveCombat.cs b/Subsurface/Source/Characters/AI/Objectives/AIObjectiveCombat.cs
index 5d4cf2216..17e7cc1f6 100644
--- a/Subsurface/Source/Characters/AI/Objectives/AIObjectiveCombat.cs
+++ b/Subsurface/Source/Characters/AI/Objectives/AIObjectiveCombat.cs
@@ -47,7 +47,7 @@ namespace Barotrauma
{
if (!character.SelectedItems.Contains(weapon))
{
- character.Inventory.TryPutItem(weapon, 3, true, false);
+ character.Inventory.TryPutItem(weapon, 3, false);
weapon.Equip(character);
}
character.CursorPosition = enemy.Position;
diff --git a/Subsurface/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs b/Subsurface/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs
index b71c34a33..cad9038cc 100644
--- a/Subsurface/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs
+++ b/Subsurface/Source/Characters/AI/Objectives/AIObjectiveContainItem.cs
@@ -60,7 +60,7 @@ namespace Barotrauma
if (existingItem != null) existingItem.Drop(character);
character.Inventory.RemoveItem(itemToContain);
- container.Inventory.TryPutItem(itemToContain, null, false);
+ container.Inventory.TryPutItem(itemToContain, null);
}
else
{
diff --git a/Subsurface/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs b/Subsurface/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs
index ded80c299..ab2ce3af0 100644
--- a/Subsurface/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs
+++ b/Subsurface/Source/Characters/AI/Objectives/AIObjectiveGetItem.cs
@@ -85,7 +85,7 @@ namespace Barotrauma
if (character.Inventory.Items[i] == null) continue;
//try to move the existing item to LimbSlot.Any and continue if successful
- if (character.Inventory.TryPutItem(character.Inventory.Items[i], new List() { InvSlotType.Any }, false)) continue;
+ if (character.Inventory.TryPutItem(character.Inventory.Items[i], new List() { InvSlotType.Any })) continue;
//if everything else fails, simply drop the existing item
character.Inventory.Items[i].Drop();
@@ -97,7 +97,7 @@ namespace Barotrauma
if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
{
- character.Inventory.TryPutItem(targetItem, targetSlot, true, false);
+ character.Inventory.TryPutItem(targetItem, targetSlot, false);
}
}
else
diff --git a/Subsurface/Source/Characters/Character.cs b/Subsurface/Source/Characters/Character.cs
index 1ac256e32..d206ef057 100644
--- a/Subsurface/Source/Characters/Character.cs
+++ b/Subsurface/Source/Characters/Character.cs
@@ -591,7 +591,7 @@ namespace Barotrauma
if (item == null) continue;
item.Pick(this, true, true, true);
- inventory.TryPutItem(item, i, false, false);
+ inventory.TryPutItem(item, i, false);
}
}
}
@@ -795,7 +795,7 @@ namespace Barotrauma
{
if (Vector2.Distance(selectedCharacter.WorldPosition, WorldPosition) > 300.0f || !selectedCharacter.CanBeSelected)
{
- DeselectCharacter(controlled == this);
+ DeselectCharacter();
}
}
@@ -944,16 +944,14 @@ namespace Barotrauma
return closestCharacter;
}
- private void SelectCharacter(Character character, bool createNetworkEvent = true)
+ private void SelectCharacter(Character character)
{
if (character == null) return;
selectedCharacter = character;
-
- if (createNetworkEvent) new NetworkEvent(NetworkEventType.SelectCharacter, ID, true, selectedCharacter.ID);
}
- private void DeselectCharacter(bool createNetworkEvent = true)
+ private void DeselectCharacter()
{
if (selectedCharacter == null) return;
@@ -963,8 +961,6 @@ namespace Barotrauma
}
selectedCharacter = null;
-
- if (createNetworkEvent) new NetworkEvent(NetworkEventType.SelectCharacter, ID, true, (ushort)0);
}
///
@@ -1063,13 +1059,7 @@ namespace Barotrauma
closestItem.IsHighlighted = true;
if (!LockHands && closestItem.Pick(this))
{
- new NetworkEvent(NetworkEventType.PickItem, ID, true,
- new int[]
- {
- closestItem.ID,
- IsKeyHit(InputType.Select) ? 1 : 0,
- IsKeyHit(InputType.Use) ? 1 : 0
- });
+
}
}
@@ -1077,7 +1067,7 @@ namespace Barotrauma
{
if (selectedCharacter != null)
{
- DeselectCharacter(controlled == this);
+ DeselectCharacter();
}
else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
{
@@ -1087,7 +1077,7 @@ namespace Barotrauma
}
else
{
- if (selectedCharacter != null) DeselectCharacter(controlled==this);
+ if (selectedCharacter != null) DeselectCharacter();
selectedConstruction = null;
closestItem = null;
closestCharacter = null;
@@ -1486,13 +1476,11 @@ namespace Barotrauma
GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
GameMain.LightManager.LosEnabled = false;
controlled = null;
-
- new NetworkEvent(NetworkEventType.KillCharacter, ID, true, causeOfDeath);
}
//if it's an ai Character, only let the server kill it
else if (GameMain.Server != null && this is AICharacter)
{
- new NetworkEvent(NetworkEventType.KillCharacter, ID, false, causeOfDeath);
+
}
//don't kill the Character unless received a message about the Character dying
else if (!isNetworkMessage)
diff --git a/Subsurface/Source/Characters/CharacterHUD.cs b/Subsurface/Source/Characters/CharacterHUD.cs
index 12e5c2cb1..a786a4901 100644
--- a/Subsurface/Source/Characters/CharacterHUD.cs
+++ b/Subsurface/Source/Characters/CharacterHUD.cs
@@ -107,9 +107,7 @@ namespace Barotrauma
{
limb.pullJoint.Enabled = false;
}
-
- new NetworkEvent(NetworkEventType.SelectCharacter, Character.Controlled.ID, true, Character.Controlled.SelectedCharacter.ID);
-
+
return true;
};
}
diff --git a/Subsurface/Source/Characters/HuskInfection.cs b/Subsurface/Source/Characters/HuskInfection.cs
index dcd8243b0..7cb0cc0a0 100644
--- a/Subsurface/Source/Characters/HuskInfection.cs
+++ b/Subsurface/Source/Characters/HuskInfection.cs
@@ -175,7 +175,7 @@ namespace Barotrauma
for (int i = 0; i < character.Inventory.Items.Length; i++)
{
if (character.Inventory.Items[i] == null) continue;
- husk.Inventory.TryPutItem(character.Inventory.Items[i], i, false, true);
+ husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true);
}
character.Enabled = false;
diff --git a/Subsurface/Source/Characters/Jobs/Job.cs b/Subsurface/Source/Characters/Jobs/Job.cs
index 05e85fed7..19c880656 100644
--- a/Subsurface/Source/Characters/Jobs/Job.cs
+++ b/Subsurface/Source/Characters/Jobs/Job.cs
@@ -112,11 +112,11 @@ namespace Barotrauma
List allowedSlots = new List(item.AllowedSlots);
allowedSlots.Remove(InvSlotType.Any);
- character.Inventory.TryPutItem(item, allowedSlots, false);
+ character.Inventory.TryPutItem(item, allowedSlots);
}
else
{
- character.Inventory.TryPutItem(item, item.AllowedSlots, false);
+ character.Inventory.TryPutItem(item, item.AllowedSlots);
}
if (item.Prefab.Name == "ID Card" && spawnPoint != null)
diff --git a/Subsurface/Source/GameMain.cs b/Subsurface/Source/GameMain.cs
index 795cf1dbf..cc27146d4 100644
--- a/Subsurface/Source/GameMain.cs
+++ b/Subsurface/Source/GameMain.cs
@@ -307,7 +307,7 @@ namespace Barotrauma
}
else
{
- NetworkEvent.Events.Clear();
+
}
GUI.Update((float)deltaTime);
@@ -351,13 +351,6 @@ namespace Barotrauma
}
static bool waitForKeyHit = true;
- public static CoroutineHandle ShowLoading(IEnumerable