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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@@ -165,8 +165,6 @@ namespace Barotrauma
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condition = MathHelper.Clamp(value, 0.0f, 100.0f);
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if (condition == 0.0f && prev>0.0f)
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{
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new NetworkEvent(this.ID, false);
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ApplyStatusEffects(ActionType.OnBroken, 1.0f, null);
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foreach (FixRequirement req in FixRequirements)
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{
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@@ -719,7 +717,7 @@ namespace Barotrauma
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Vector2 moveAmount = body.SimPosition - body.LastSentPosition;
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if (parentInventory == null && moveAmount != Vector2.Zero && moveAmount.Length() > NetConfig.ItemPosUpdateDistance)
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{
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new NetworkEvent(NetworkEventType.PhysicsBodyPosition, ID, false);
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}
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
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@@ -784,7 +782,6 @@ namespace Barotrauma
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if (ImpactTolerance > 0.0f && impact > ImpactTolerance)
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{
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ApplyStatusEffects(ActionType.OnImpact, 1.0f);
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new NetworkEvent(NetworkEventType.ApplyStatusEffect, this.ID, false, ActionType.OnImpact);
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}
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var containedItems = ContainedItems;
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@@ -1384,7 +1381,7 @@ namespace Barotrauma
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return isCombined;
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}
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public void Drop(Character dropper = null, bool createNetworkEvent = true)
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public void Drop(Character dropper = null)
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{
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//if (dropper == Character.Controlled)
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// new NetworkEvent(NetworkEventType.DropItem, ID, true);
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@@ -1450,9 +1447,7 @@ namespace Barotrauma
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if (objectProperty.TrySetValue(text))
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{
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textBox.Text = text;
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new NetworkEvent(NetworkEventType.UpdateProperty, ID, true, objectProperty.Name);
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return true;
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}
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else
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@@ -1620,9 +1615,6 @@ namespace Barotrauma
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public void NewComponentEvent(ItemComponent ic, bool isClient, bool isImportant)
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{
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int index = components.IndexOf(ic);
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new NetworkEvent(isImportant ?
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NetworkEventType.ImportantComponentUpdate : NetworkEventType.ComponentUpdate, ID, isClient, index);
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}
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public override void Remove()
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