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