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:
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user