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
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@@ -47,7 +47,7 @@ namespace Barotrauma
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{
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if (!character.SelectedItems.Contains(weapon))
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{
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character.Inventory.TryPutItem(weapon, 3, true, false);
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character.Inventory.TryPutItem(weapon, 3, false);
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weapon.Equip(character);
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}
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character.CursorPosition = enemy.Position;
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@@ -60,7 +60,7 @@ namespace Barotrauma
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if (existingItem != null) existingItem.Drop(character);
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character.Inventory.RemoveItem(itemToContain);
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container.Inventory.TryPutItem(itemToContain, null, false);
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container.Inventory.TryPutItem(itemToContain, null);
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}
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else
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{
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@@ -85,7 +85,7 @@ namespace Barotrauma
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if (character.Inventory.Items[i] == null) continue;
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//try to move the existing item to LimbSlot.Any and continue if successful
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if (character.Inventory.TryPutItem(character.Inventory.Items[i], new List<InvSlotType>() { InvSlotType.Any }, false)) continue;
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if (character.Inventory.TryPutItem(character.Inventory.Items[i], new List<InvSlotType>() { InvSlotType.Any })) continue;
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//if everything else fails, simply drop the existing item
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character.Inventory.Items[i].Drop();
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@@ -97,7 +97,7 @@ namespace Barotrauma
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if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
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{
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character.Inventory.TryPutItem(targetItem, targetSlot, true, false);
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character.Inventory.TryPutItem(targetItem, targetSlot, false);
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}
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}
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else
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