Completely destroyed game

Looks like a lot more than just netcode is getting rewritten. Removing coroutines because there are better ways of handling asynchronous tasks, removing filestream because that's to be reimplemented later
This commit is contained in:
juanjp600
2016-08-30 19:59:14 -03:00
parent 37ffd64490
commit 9416eb64d7
31 changed files with 72 additions and 1437 deletions
@@ -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;
@@ -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
{
@@ -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>() { InvSlotType.Any }, false)) continue;
if (character.Inventory.TryPutItem(character.Inventory.Items[i], new List<InvSlotType>() { 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
+8 -20
View File
@@ -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);
}
/// <summary>
@@ -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)
+1 -3
View File
@@ -107,9 +107,7 @@ namespace Barotrauma
{
limb.pullJoint.Enabled = false;
}
new NetworkEvent(NetworkEventType.SelectCharacter, Character.Controlled.ID, true, Character.Controlled.SelectedCharacter.ID);
return true;
};
}
@@ -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;
+2 -2
View File
@@ -112,11 +112,11 @@ namespace Barotrauma
List<InvSlotType> allowedSlots = new List<InvSlotType>(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)