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
+12 -14
View File
@@ -100,7 +100,6 @@ namespace Barotrauma
ushort itemID = Items[slotIndex].ID;
Items[slotIndex].ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
new NetworkEvent(NetworkEventType.ApplyStatusEffect, character.ID, true, itemID);
return true;
}
@@ -142,7 +141,7 @@ namespace Barotrauma
/// <summary>
/// If there is room, puts the item in the inventory and returns true, otherwise returns false
/// </summary>
public override bool TryPutItem(Item item, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
public override bool TryPutItem(Item item, List<InvSlotType> allowedSlots = null)
{
if (allowedSlots == null || ! allowedSlots.Any()) return false;
@@ -153,7 +152,7 @@ namespace Barotrauma
{
if (Items[i] != null || limbSlots[i] != InvSlotType.Any) continue;
PutItem(item, i, createNetworkEvent);
PutItem(item, i);
item.Unequip(character);
return true;
}
@@ -179,7 +178,7 @@ namespace Barotrauma
{
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i] == null)
{
PutItem(item, i, createNetworkEvent, !placed);
PutItem(item, i, !placed);
item.Equip(character);
placed = true;
}
@@ -195,7 +194,7 @@ namespace Barotrauma
return placed;
}
public override bool TryPutItem(Item item, int index, bool allowSwapping, bool createNetworkEvent)
public override bool TryPutItem(Item item, int index, bool allowSwapping)
{
//there's already an item in the slot
if (Items[index] != null)
@@ -208,9 +207,9 @@ namespace Barotrauma
System.Diagnostics.Debug.Assert(Items[index] != null);
Inventory otherInventory = Items[index].ParentInventory;
if (otherInventory != null && otherInventory.Owner!=null && createNetworkEvent)
if (otherInventory != null && otherInventory.Owner!=null)
{
new Networking.NetworkEvent(Networking.NetworkEventType.InventoryUpdate, otherInventory.Owner.ID, true, true);
}
combined = true;
@@ -225,10 +224,10 @@ namespace Barotrauma
Items[currentIndex] = null;
Items[index] = null;
//if the item in the slot can be moved to the slot of the moved item
if (TryPutItem(existingItem, currentIndex, false, false) &&
TryPutItem(item, index, false, false))
if (TryPutItem(existingItem, currentIndex, false) &&
TryPutItem(item, index, false))
{
new Networking.NetworkEvent(Networking.NetworkEventType.InventoryUpdate, Owner.ID, true, true);
}
else
{
@@ -250,7 +249,7 @@ namespace Barotrauma
if (!item.AllowedSlots.Contains(InvSlotType.Any)) return false;
if (Items[index] != null) return Items[index] == item;
PutItem(item, index, createNetworkEvent, true);
PutItem(item, index, true);
return true;
}
@@ -276,7 +275,7 @@ namespace Barotrauma
if (!slotsFree) return false;
return TryPutItem(item, new List<InvSlotType>() {placeToSlots}, createNetworkEvent);
return TryPutItem(item, new List<InvSlotType>() {placeToSlots});
}
public void DrawOwn(SpriteBatch spriteBatch, Vector2 offset)
@@ -492,8 +491,7 @@ namespace Barotrauma
else
{
DropItem(draggingItem);
new NetworkEvent(NetworkEventType.DropItem, draggingItem.ID, true);
//draggingItem = null;
}
}