Some cleanup using ReSharper (mostly removing redundancies)
This commit is contained in:
@@ -63,12 +63,7 @@ namespace FarseerPhysics.Collision.Shapes
|
||||
{
|
||||
ShapeType = ShapeType.Chain;
|
||||
_radius = Settings.PolygonRadius;
|
||||
|
||||
if (!(vertices != null && vertices.Count >= 2))
|
||||
{
|
||||
int lkmsdgkldf = 1;
|
||||
}
|
||||
|
||||
|
||||
Debug.Assert(vertices != null && vertices.Count >= 2);
|
||||
Debug.Assert(vertices[0] != vertices[vertices.Count - 1]); // FPE. See http://www.box2d.org/forum/viewtopic.php?f=4&t=7973&p=35363
|
||||
|
||||
|
||||
@@ -1,10 +1,7 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -137,7 +134,7 @@ namespace Barotrauma
|
||||
List<GUIComponent> prevCharacterFrames = new List<GUIComponent>();
|
||||
foreach (GUIComponent child in frame.children)
|
||||
{
|
||||
if (child.UserData as Character == null) continue;
|
||||
if (!(child.UserData is Character)) continue;
|
||||
|
||||
prevCharacterFrames.Add(child);
|
||||
}
|
||||
@@ -155,8 +152,6 @@ namespace Barotrauma
|
||||
|
||||
int spacing = 5;
|
||||
|
||||
int rows = (int)Math.Ceiling((double)aliveCharacters.Count / charactersPerRow);
|
||||
|
||||
int i = 0;
|
||||
foreach (Character character in aliveCharacters)
|
||||
{
|
||||
@@ -164,7 +159,7 @@ namespace Barotrauma
|
||||
//if (i >= aliveCharacters.Count - charactersPerRow && aliveCharacters.Count % charactersPerRow > 0) rowCharacterCount = aliveCharacters.Count % charactersPerRow;
|
||||
|
||||
// rowCharacterCount = Math.Min(rowCharacterCount, aliveCharacters.Count - i);
|
||||
int startX = (int)-(150 * rowCharacterCount + spacing * (rowCharacterCount - 1)) / 2;
|
||||
int startX = -(150 * rowCharacterCount + spacing * (rowCharacterCount - 1)) / 2;
|
||||
|
||||
|
||||
int x = startX + (150 + spacing) * (i % Math.Min(charactersPerRow, aliveCharacters.Count));
|
||||
@@ -229,7 +224,6 @@ namespace Barotrauma
|
||||
{
|
||||
Order order = userData as Order;
|
||||
|
||||
List<Character> selectedCharacters = new List<Character>();
|
||||
foreach (GUIComponent child in frame.children)
|
||||
{
|
||||
var characterButton = child as GUIButton;
|
||||
@@ -258,7 +252,7 @@ namespace Barotrauma
|
||||
var humanAi = character.AIController as HumanAIController;
|
||||
if (humanAi == null) return;
|
||||
|
||||
var existingOrder = characterFrame.children.Find(c => c.UserData as Order != null);
|
||||
var existingOrder = characterFrame.children.Find(c => c.UserData is Order);
|
||||
if (existingOrder != null) characterFrame.RemoveChild(existingOrder);
|
||||
|
||||
var orderFrame = new GUIFrame(new Rectangle(-5, characterFrame.Rect.Height, characterFrame.Rect.Width, 30 + order.Options.Length * 15), null, characterFrame);
|
||||
|
||||
@@ -71,7 +71,7 @@ namespace Barotrauma
|
||||
targetMemories = new Dictionary<AITarget, AITargetMemory>();
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(file);
|
||||
if (doc == null) return;
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
XElement aiElement = doc.Root.Element("ai");
|
||||
if (aiElement == null) return;
|
||||
@@ -474,7 +474,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (closestStructure!=null)
|
||||
{
|
||||
valueModifier = valueModifier / (closestStructure as IDamageable).Health;
|
||||
valueModifier = valueModifier / ((IDamageable)closestStructure).Health;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -1,9 +1,5 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -1,9 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Microsoft.Xna.Framework;
|
||||
using FarseerPhysics;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Barotrauma
|
||||
|
||||
@@ -66,7 +66,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
var pickedBody = Submarine.PickBody(character.SimPosition, enemy.SimPosition, ignoredBodies);
|
||||
if (pickedBody != null && pickedBody.UserData as Limb == null) return;
|
||||
if (pickedBody != null && !(pickedBody.UserData is Limb)) return;
|
||||
|
||||
weapon.Use(deltaTime, character);
|
||||
}
|
||||
|
||||
@@ -1,9 +1,6 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -59,10 +56,6 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
var pathSteering = character.AIController.SteeringManager as IndoorsSteeringManager;
|
||||
|
||||
Hull bestHull = null;
|
||||
float bestValue = currenthullSafety;
|
||||
|
||||
@@ -75,7 +68,7 @@ namespace Barotrauma
|
||||
hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.X- hull.Position.X));
|
||||
hullValue -= (float)Math.Sqrt(Math.Abs(character.Position.Y - hull.Position.Y)*2.0f);
|
||||
|
||||
if (bestHull==null || hullValue > bestValue)
|
||||
if (bestHull == null || hullValue > bestValue)
|
||||
{
|
||||
bestHull = hull;
|
||||
bestValue = hullValue;
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -2,9 +2,6 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -119,7 +117,7 @@ namespace Barotrauma
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
return (otherObjective as AIObjectiveIdle != null);
|
||||
return (otherObjective is AIObjectiveIdle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -35,7 +35,7 @@ namespace Barotrauma
|
||||
PrefabList = new List<Order>();
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(ConfigFile);
|
||||
if (doc == null) return;
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
foreach (XElement orderElement in doc.Root.Elements())
|
||||
{
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
@@ -80,7 +79,7 @@ namespace Barotrauma
|
||||
public delegate float? GetNodePenaltyHandler(PathNode node, PathNode prevNode);
|
||||
public GetNodePenaltyHandler GetNodePenalty;
|
||||
|
||||
List<PathNode> nodes;
|
||||
private List<PathNode> nodes;
|
||||
|
||||
private bool insideSubmarine;
|
||||
|
||||
@@ -181,12 +180,13 @@ namespace Barotrauma
|
||||
endNode = node;
|
||||
if (startNode != null) break;
|
||||
}
|
||||
}
|
||||
|
||||
if (startNode==null || endNode==null)
|
||||
{
|
||||
DebugConsole.ThrowError("Pathfinding error, couldn't find matching pathnodes to waypoints");
|
||||
return new SteeringPath();
|
||||
}
|
||||
|
||||
if (startNode == null || endNode == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Pathfinding error, couldn't find matching pathnodes to waypoints");
|
||||
return new SteeringPath();
|
||||
}
|
||||
|
||||
return FindPath(startNode, endNode);
|
||||
|
||||
@@ -151,7 +151,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (closestBody.UserData is Item)
|
||||
{
|
||||
Item item = closestBody.UserData as Item;
|
||||
Item item = (Item)closestBody.UserData;
|
||||
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - item.SimPosition);
|
||||
}
|
||||
else
|
||||
|
||||
@@ -747,12 +747,13 @@ namespace Barotrauma
|
||||
torso.body.ApplyForce((climbForce * 40.0f + subSpeed*50.0f) * torso.Mass);
|
||||
head.body.SmoothRotate(0.0f);
|
||||
|
||||
Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.FirstOrDefault();
|
||||
if (trigger == null)
|
||||
if (!character.SelectedConstruction.Prefab.Triggers.Any())
|
||||
{
|
||||
character.SelectedConstruction = null;
|
||||
return;
|
||||
}
|
||||
|
||||
Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.FirstOrDefault();
|
||||
trigger = character.SelectedConstruction.TransformTrigger(trigger);
|
||||
|
||||
bool notClimbing = false;
|
||||
|
||||
@@ -301,7 +301,7 @@ namespace Barotrauma
|
||||
{
|
||||
Structure structure = f2.Body.UserData as Structure;
|
||||
|
||||
if (f2.Body.UserData as Submarine != null && character.Submarine == f2.Body.UserData as Submarine) return false;
|
||||
if (f2.Body.UserData is Submarine && character.Submarine == (Submarine)f2.Body.UserData) return false;
|
||||
|
||||
//always collides with bodies other than structures
|
||||
if (structure == null)
|
||||
@@ -385,7 +385,7 @@ namespace Barotrauma
|
||||
|
||||
avgVelocity = avgVelocity / Limbs.Count();
|
||||
|
||||
if (character.Submarine == null && f2.Body.UserData is Submarine) avgVelocity -= (f2.Body.UserData as Submarine).Velocity;
|
||||
if (character.Submarine == null && f2.Body.UserData is Submarine) avgVelocity -= ((Submarine)f2.Body.UserData).Velocity;
|
||||
|
||||
float impact = Vector2.Dot(avgVelocity, -normal);
|
||||
|
||||
|
||||
@@ -128,19 +128,6 @@ namespace Barotrauma
|
||||
|
||||
public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
|
||||
{
|
||||
float damageAmount = 0.0f;
|
||||
//DamageSoundType damageSoundType = DamageSoundType.None;
|
||||
|
||||
if (target as Character == null)
|
||||
{
|
||||
damageAmount = structureDamage;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
damageAmount = damage;
|
||||
}
|
||||
|
||||
if (particleEmitterPrefab != null)
|
||||
{
|
||||
particleEmitterPrefab.Emit(worldPosition);
|
||||
|
||||
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
|
||||
@@ -365,11 +365,6 @@ namespace Barotrauma
|
||||
public delegate void OnDeathHandler(Character character, CauseOfDeath causeOfDeath);
|
||||
public OnDeathHandler OnDeath;
|
||||
|
||||
public static Character Create(string file, Vector2 position)
|
||||
{
|
||||
return Create(file, position, null);
|
||||
}
|
||||
|
||||
public static Character Create(CharacterInfo characterInfo, Vector2 position, bool isNetworkPlayer = false, bool hasAi=true)
|
||||
{
|
||||
return Create(characterInfo.File, position, characterInfo, isNetworkPlayer, hasAi);
|
||||
@@ -387,23 +382,18 @@ namespace Barotrauma
|
||||
|
||||
return enemyCharacter;
|
||||
}
|
||||
else
|
||||
|
||||
if (hasAi && !isNetworkPlayer)
|
||||
{
|
||||
if (hasAi && !isNetworkPlayer)
|
||||
{
|
||||
var character = new AICharacter(file, position, characterInfo, isNetworkPlayer);
|
||||
var ai = new HumanAIController(character);
|
||||
character.SetAI(ai);
|
||||
var character = new AICharacter(file, position, characterInfo, isNetworkPlayer);
|
||||
var ai = new HumanAIController(character);
|
||||
character.SetAI(ai);
|
||||
|
||||
return character;
|
||||
return character;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
return new Character(file, position, characterInfo, isNetworkPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
return new Character(file, position, characterInfo, isNetworkPlayer);
|
||||
}
|
||||
|
||||
protected Character(string file, Vector2 position, CharacterInfo characterInfo = null, bool isNetworkPlayer = false)
|
||||
|
||||
@@ -187,7 +187,7 @@ namespace Barotrauma
|
||||
|
||||
public GUIFrame CreateInfoFrame(GUIFrame frame)
|
||||
{
|
||||
GUIImage image = new GUIImage(new Rectangle(0,0,30,30), HeadSprite, Alignment.TopLeft, frame);
|
||||
new GUIImage(new Rectangle(0,0,30,30), HeadSprite, Alignment.TopLeft, frame);
|
||||
|
||||
SpriteFont font = frame.Rect.Width<280 ? GUI.SmallFont : GUI.Font;
|
||||
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -10,7 +7,7 @@ namespace Barotrauma
|
||||
class Job
|
||||
{
|
||||
|
||||
private JobPrefab prefab;
|
||||
private readonly JobPrefab prefab;
|
||||
|
||||
private Dictionary<string, Skill> skills;
|
||||
|
||||
|
||||
@@ -160,7 +160,7 @@ namespace Barotrauma
|
||||
foreach (string filePath in filePaths)
|
||||
{
|
||||
XDocument doc = ToolBox.TryLoadXml(filePath);
|
||||
if (doc == null) return;
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
|
||||
@@ -1,17 +1,13 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class SkillPrefab
|
||||
{
|
||||
string name;
|
||||
private string name;
|
||||
|
||||
string description;
|
||||
private string description;
|
||||
|
||||
private Vector2 levelRange;
|
||||
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -274,20 +273,20 @@ namespace Barotrauma
|
||||
|
||||
Type type = value.GetType();
|
||||
if (type == typeof(float) ||
|
||||
(type == typeof(int) && property.GetValue().GetType() == typeof(float)))
|
||||
(type == typeof(int) && property.GetValue() is float))
|
||||
{
|
||||
float floatValue = Convert.ToSingle(value) * deltaTime;
|
||||
|
||||
if (!setValue) floatValue += (float)property.GetValue();
|
||||
property.TrySetValue(floatValue);
|
||||
}
|
||||
else if (type == typeof(int) && value.GetType()==typeof(int))
|
||||
else if (type == typeof(int) && value is int)
|
||||
{
|
||||
int intValue = (int)((int)value * deltaTime);
|
||||
if (!setValue) intValue += (int)property.GetValue();
|
||||
property.TrySetValue(intValue);
|
||||
}
|
||||
else if (type == typeof(bool) && value.GetType() == typeof(bool))
|
||||
else if (type == typeof(bool) && value is bool)
|
||||
{
|
||||
property.TrySetValue((bool)value);
|
||||
}
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -14,7 +12,7 @@ namespace Barotrauma
|
||||
// Keeps track of all running coroutines, and runs them till the end.
|
||||
static class CoroutineManager
|
||||
{
|
||||
static List<IEnumerator<object>> Coroutines = new List<IEnumerator<object>>();
|
||||
static readonly List<IEnumerator<object>> Coroutines = new List<IEnumerator<object>>();
|
||||
|
||||
public static float DeltaTime;
|
||||
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
|
||||
@@ -36,7 +36,7 @@ namespace Barotrauma
|
||||
|
||||
int amount = Rand.Range(minAmount, maxAmount, false);
|
||||
|
||||
monsters = new AICharacter[amount];
|
||||
monsters = new Character[amount];
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
@@ -64,14 +64,14 @@ namespace Barotrauma
|
||||
if (isFinished) return;
|
||||
|
||||
bool monstersDead = true;
|
||||
for (int i = 0; i < monsters.Length; i++)
|
||||
foreach (Character monster in monsters)
|
||||
{
|
||||
if (monsters[i].IsDead) continue;
|
||||
if (monster.IsDead) continue;
|
||||
|
||||
if (!isStarted && Vector2.Distance(monsters[i].WorldPosition, Submarine.Loaded.WorldPosition) < 5000.0f) isStarted = true;
|
||||
if (!isStarted && Vector2.Distance(monster.WorldPosition, Submarine.Loaded.WorldPosition) < 5000.0f) isStarted = true;
|
||||
|
||||
monstersDead = false;
|
||||
break;
|
||||
break;
|
||||
}
|
||||
|
||||
if (monstersDead) Finished();
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Xml.Linq;
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -22,11 +21,7 @@ namespace Barotrauma
|
||||
{
|
||||
get
|
||||
{
|
||||
foreach (Task task in tasks)
|
||||
{
|
||||
if (task.Priority >= CriticalPriority) return true;
|
||||
}
|
||||
return false;
|
||||
return tasks.Any(task => task.Priority >= CriticalPriority);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
|
||||
@@ -57,9 +57,9 @@ namespace Barotrauma
|
||||
|
||||
public static void Init(ContentManager content)
|
||||
{
|
||||
GUI.Font = ToolBox.TryLoadFont("SpriteFont1", content);
|
||||
GUI.SmallFont = ToolBox.TryLoadFont("SmallFont", content);
|
||||
GUI.LargeFont = ToolBox.TryLoadFont("LargeFont", content);
|
||||
Font = ToolBox.TryLoadFont("SpriteFont1", content);
|
||||
SmallFont = ToolBox.TryLoadFont("SmallFont", content);
|
||||
LargeFont = ToolBox.TryLoadFont("LargeFont", content);
|
||||
|
||||
cursor = new Sprite("Content/UI/cursor.png", Vector2.Zero);
|
||||
}
|
||||
@@ -104,7 +104,7 @@ namespace Barotrauma
|
||||
pauseMenu = new GUIFrame(new Rectangle(0, 0, 200, 300), null, Alignment.Center, Style);
|
||||
|
||||
int y = 0;
|
||||
var button = new GUIButton(new Rectangle(0, y, 0, 30), "Resume", Alignment.CenterX, GUI.Style, pauseMenu);
|
||||
var button = new GUIButton(new Rectangle(0, y, 0, 30), "Resume", Alignment.CenterX, Style, pauseMenu);
|
||||
button.OnClicked = TogglePauseMenu;
|
||||
|
||||
y += 60;
|
||||
@@ -114,7 +114,7 @@ namespace Barotrauma
|
||||
SinglePlayerMode spMode = GameMain.GameSession.gameMode as SinglePlayerMode;
|
||||
if (spMode != null)
|
||||
{
|
||||
button = new GUIButton(new Rectangle(0, y, 0, 30), "Load previous", Alignment.CenterX, GUI.Style, pauseMenu);
|
||||
button = new GUIButton(new Rectangle(0, y, 0, 30), "Load previous", Alignment.CenterX, Style, pauseMenu);
|
||||
button.OnClicked += TogglePauseMenu;
|
||||
button.OnClicked += GameMain.GameSession.LoadPrevious;
|
||||
|
||||
@@ -127,7 +127,7 @@ namespace Barotrauma
|
||||
SinglePlayerMode spMode = GameMain.GameSession.gameMode as SinglePlayerMode;
|
||||
if (spMode != null)
|
||||
{
|
||||
button = new GUIButton(new Rectangle(0, y, 0, 30), "Save & quit", Alignment.CenterX, GUI.Style, pauseMenu);
|
||||
button = new GUIButton(new Rectangle(0, y, 0, 30), "Save & quit", Alignment.CenterX, Style, pauseMenu);
|
||||
button.OnClicked += QuitClicked;
|
||||
button.OnClicked += TogglePauseMenu;
|
||||
button.UserData = "save";
|
||||
@@ -137,7 +137,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
|
||||
button = new GUIButton(new Rectangle(0, y, 0, 30), "Quit", Alignment.CenterX, GUI.Style, pauseMenu);
|
||||
button = new GUIButton(new Rectangle(0, y, 0, 30), "Quit", Alignment.CenterX, Style, pauseMenu);
|
||||
button.OnClicked += QuitClicked;
|
||||
button.OnClicked += TogglePauseMenu;
|
||||
}
|
||||
@@ -193,7 +193,7 @@ namespace Barotrauma
|
||||
public static void DrawString(SpriteBatch sb, Vector2 pos, string text, Color color, Color? backgroundColor=null, int backgroundPadding=0, SpriteFont font = null)
|
||||
{
|
||||
|
||||
if (font == null) font = GUI.Font;
|
||||
if (font == null) font = Font;
|
||||
if (backgroundColor != null)
|
||||
{
|
||||
Vector2 textSize = font.MeasureString(text);
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -23,8 +22,8 @@ namespace Barotrauma
|
||||
this.rect = rect;
|
||||
|
||||
this.alignment = alignment;
|
||||
|
||||
if (color!=null) this.color = (Color)color;
|
||||
|
||||
if (color != null) this.color = (Color)color;
|
||||
|
||||
if (parent != null)
|
||||
{
|
||||
|
||||
@@ -1,20 +1,15 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class GUIMessage
|
||||
{
|
||||
ColoredText coloredText;
|
||||
Vector2 pos;
|
||||
private ColoredText coloredText;
|
||||
private Vector2 pos;
|
||||
|
||||
float lifeTime;
|
||||
|
||||
Vector2 size;
|
||||
private float lifeTime;
|
||||
|
||||
private Vector2 size;
|
||||
|
||||
public string Text
|
||||
{
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
@@ -22,24 +21,6 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
//smallPadding = ToolBox.GetAttributeVector4(doc.Root, "smallpadding", Vector4.Zero);
|
||||
//largePadding = ToolBox.GetAttributeVector4(doc.Root, "largepadding", Vector4.Zero);
|
||||
|
||||
//Vector4 colorVector = ToolBox.GetAttributeVector4(doc.Root, "backgroundcolor", new Vector4(0.0f,0.0f,0.0f,1.0f));
|
||||
//backGroundColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
|
||||
|
||||
//colorVector = ToolBox.GetAttributeVector4(doc.Root, "foregroundcolor", new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
||||
//foreGroundColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
|
||||
|
||||
//colorVector = ToolBox.GetAttributeVector4(doc.Root, "textcolor", new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
||||
//textColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
|
||||
|
||||
//colorVector = ToolBox.GetAttributeVector4(doc.Root, "hovercolor", new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
||||
//hoverColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
|
||||
|
||||
//colorVector = ToolBox.GetAttributeVector4(doc.Root, "selectedcolor", new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
||||
//selectedColor = new Color(colorVector.X, colorVector.Y, colorVector.Z, colorVector.W);
|
||||
|
||||
foreach (XElement subElement in doc.Root.Elements())
|
||||
{
|
||||
GUIComponentStyle componentStyle = new GUIComponentStyle(subElement);
|
||||
|
||||
@@ -93,7 +93,7 @@ namespace Barotrauma
|
||||
{
|
||||
}
|
||||
|
||||
protected override void UpdateDimensions(GUIComponent parent)
|
||||
protected override void UpdateDimensions(GUIComponent parent = null)
|
||||
{
|
||||
base.UpdateDimensions(parent);
|
||||
|
||||
|
||||
@@ -24,7 +24,7 @@ namespace Barotrauma
|
||||
|
||||
public static bool WindowActive
|
||||
{
|
||||
get { return Instance == null ? true : GameMain.Instance.IsActive; }
|
||||
get { return Instance != null && Instance.IsActive; }
|
||||
}
|
||||
|
||||
public static bool DebugDraw;
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Barotrauma.Networking;
|
||||
using Barotrauma.Networking;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -1,8 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma.Tutorials
|
||||
{
|
||||
|
||||
@@ -1,11 +1,4 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Items.Components;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Tutorials;
|
||||
|
||||
namespace Barotrauma
|
||||
|
||||
@@ -1,9 +1,6 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma.Tutorials
|
||||
{
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -23,7 +21,7 @@ namespace Barotrauma
|
||||
infoTexts = new Dictionary<string, List<string>>();
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(file);
|
||||
if (doc == null) return;
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
foreach (XElement subElement in doc.Root.Elements())
|
||||
{
|
||||
|
||||
@@ -1,30 +1,10 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class ShiftSummary
|
||||
{
|
||||
//class Casualty
|
||||
//{
|
||||
// public readonly CharacterInfo character;
|
||||
// public readonly CauseOfDeath causeOfDeath;
|
||||
|
||||
// public readonly string description;
|
||||
|
||||
// public Casualty(CharacterInfo characterInfo, CauseOfDeath causeOfDeath, string description)
|
||||
// {
|
||||
// this.character = characterInfo;
|
||||
// this.causeOfDeath = causeOfDeath;
|
||||
// this.description = description;
|
||||
// }
|
||||
//}
|
||||
|
||||
private Location startLocation, endLocation;
|
||||
|
||||
private GameSession gameSession;
|
||||
@@ -51,7 +31,7 @@ namespace Barotrauma
|
||||
{
|
||||
bool singleplayer = GameMain.NetworkMember == null;
|
||||
|
||||
bool gameOver = !gameSession.CrewManager.characters.Any(c => !c.IsDead);
|
||||
bool gameOver = gameSession.CrewManager.characters.All(c => c.IsDead);
|
||||
bool progress = Submarine.Loaded.AtEndPosition;
|
||||
|
||||
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Black * 0.8f);
|
||||
|
||||
@@ -98,8 +98,10 @@ 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<LimbSlot> allowedSlots, bool createNetworkEvent = true)
|
||||
public override bool TryPutItem(Item item, List<LimbSlot> allowedSlots = null, bool createNetworkEvent = true)
|
||||
{
|
||||
if (allowedSlots == null) return false;
|
||||
|
||||
//try to place the item in LimBlot.Any slot if that's allowed
|
||||
if (allowedSlots.Contains(LimbSlot.Any))
|
||||
{
|
||||
@@ -159,11 +161,8 @@ namespace Barotrauma
|
||||
bool combined = false;
|
||||
if (Items[index].Combine(item))
|
||||
{
|
||||
if (Items[index]==null)
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(false);
|
||||
return false;
|
||||
}
|
||||
System.Diagnostics.Debug.Assert(Items[index] != null);
|
||||
|
||||
Inventory otherInventory = Items[index].ParentInventory;
|
||||
if (otherInventory != null && otherInventory.Owner!=null && createNetworkEvent)
|
||||
{
|
||||
|
||||
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Particles;
|
||||
@@ -95,23 +91,8 @@ namespace Barotrauma.Items.Components
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
if (!IsActive) return;
|
||||
|
||||
//Vector2 particleSpeed = new Vector2(
|
||||
// (float)Math.Cos(item.body.Rotation),
|
||||
// (float)Math.Sin(item.body.Rotation)) *item.body.Dir * 0.1f;
|
||||
|
||||
|
||||
|
||||
|
||||
//Vector2 startPos = ConvertUnits.ToDisplayUnits(item.body.Position);
|
||||
//Vector2 endPos = ConvertUnits.ToDisplayUnits(pickedPosition);
|
||||
//endPos = new Vector2(endPos.X + Game1.localRandom.Next(-2, 2), endPos.Y + Game1.localRandom.Next(-2, 2));
|
||||
|
||||
//GUI.DrawLine(spriteBatch, startPos, endPos, Color.Orange, 0.0f);
|
||||
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
|
||||
@@ -105,7 +105,7 @@ namespace Barotrauma.Items.Components
|
||||
item.body.ApplyLinearImpulse(
|
||||
new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -50.0f);
|
||||
|
||||
projectileComponent.ignoredBodies = limbBodies;
|
||||
projectileComponent.IgnoredBodies = limbBodies;
|
||||
|
||||
item.RemoveContained(projectile);
|
||||
|
||||
|
||||
@@ -10,13 +10,13 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
class RepairTool : ItemComponent
|
||||
{
|
||||
List<string> fixableEntities;
|
||||
private List<string> fixableEntities;
|
||||
|
||||
float range;
|
||||
private float range;
|
||||
|
||||
Vector2 pickedPosition;
|
||||
private Vector2 pickedPosition;
|
||||
|
||||
Vector2 barrelPos;
|
||||
private Vector2 barrelPos;
|
||||
|
||||
private string particles;
|
||||
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
|
||||
@@ -301,7 +301,7 @@ namespace Barotrauma.Items.Components
|
||||
soundList.Add(itemSound);
|
||||
break;
|
||||
default:
|
||||
ItemComponent ic = ItemComponent.Load(subElement, item, item.ConfigFile, false);
|
||||
ItemComponent ic = Load(subElement, item, item.ConfigFile, false);
|
||||
if (ic == null) break;
|
||||
|
||||
ic.Parent = this;
|
||||
|
||||
@@ -152,9 +152,9 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
base.Draw(spriteBatch);
|
||||
base.Draw(spriteBatch, editing);
|
||||
|
||||
if (hideItems || (item.body != null && !item.body.Enabled)) return;
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Select(Character character = null)
|
||||
public override bool Select(Character character)
|
||||
{
|
||||
if (character == null) return false;
|
||||
|
||||
|
||||
@@ -215,7 +215,7 @@ namespace Barotrauma.Items.Components
|
||||
character.AnimController.Anim = AnimController.Animation.None;
|
||||
}
|
||||
|
||||
public override bool Select(Character activator = null)
|
||||
public override bool Select(Character activator)
|
||||
{
|
||||
if (activator == null) return false;
|
||||
|
||||
|
||||
@@ -117,7 +117,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!container.Inventory.Items.Any(i => i != null)) return;
|
||||
if (container.Inventory.Items.All(i => i == null)) return;
|
||||
|
||||
activateButton.Text = "Cancel";
|
||||
}
|
||||
|
||||
@@ -90,7 +90,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
var bubbles = GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition - (Vector2.UnitX * item.Rect.Width/2),
|
||||
GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition - (Vector2.UnitX * item.Rect.Width/2),
|
||||
-currForce / 5.0f + new Vector2(Rand.Range(-100.0f, 100.0f), Rand.Range(-50f, 50f)),
|
||||
0.0f, item.CurrentHull);
|
||||
}
|
||||
|
||||
@@ -150,7 +150,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
text += "Required time: " + targetItem.RequiredTime + " s";
|
||||
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new GUITextBlock(
|
||||
new Rectangle(0, 50, 0, 25),
|
||||
text,
|
||||
Color.Transparent, Color.White,
|
||||
|
||||
@@ -153,7 +153,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
|
||||
@@ -94,19 +94,14 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
if (voltage < minVoltage) return;
|
||||
|
||||
|
||||
int radius = GuiFrame.Rect.Height / 2 - 30;
|
||||
DrawRadar(spriteBatch, new Rectangle((int)GuiFrame.Center.X - radius, (int)GuiFrame.Center.Y - radius, radius * 2, radius * 2));
|
||||
|
||||
//voltage = 0.0f;
|
||||
}
|
||||
|
||||
private List<RadarBlip> radarBlips;
|
||||
@@ -202,20 +197,15 @@ namespace Barotrauma.Items.Components
|
||||
float pointDist = (limb.WorldPosition - item.WorldPosition).Length() * displayScale;
|
||||
|
||||
if (limb.SimPosition == Vector2.Zero || pointDist > radius) continue;
|
||||
|
||||
|
||||
|
||||
if (pointDist > radius) continue;
|
||||
if (pointDist > prevPingRadius && pointDist < pingRadius)
|
||||
{
|
||||
float limbSize = limb.Mass;
|
||||
|
||||
for (int i = 0; i<=limb.Mass/100.0f; i++)
|
||||
{
|
||||
var blip = new RadarBlip(limb.WorldPosition+Rand.Vector(limb.Mass/10.0f), 1.0f);
|
||||
radarBlips.Add(blip);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -379,12 +379,12 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
return (picker != null);
|
||||
return picker != null;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
base.Draw(spriteBatch);
|
||||
base.Draw(spriteBatch, editing);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(item.Rect.X + item.Rect.Width / 2 - 6, -item.Rect.Y + 29),
|
||||
|
||||
@@ -224,9 +224,9 @@ namespace Barotrauma.Items.Components
|
||||
//if (connection.IsPower) voltage = power;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
base.Draw(spriteBatch);
|
||||
base.Draw(spriteBatch, editing);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(item.DrawPosition.X- 4, -item.DrawPosition.Y),
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using System.IO;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
@@ -85,7 +83,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power = 0)
|
||||
{
|
||||
if (currPowerConsumption == 0.0f) voltage = 0.0f;
|
||||
if (connection.IsPower) voltage = power;
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
@@ -18,9 +17,9 @@ namespace Barotrauma.Items.Components
|
||||
private PrismaticJoint stickJoint;
|
||||
private Body stickTarget;
|
||||
|
||||
Attack attack;
|
||||
private Attack attack;
|
||||
|
||||
public List<Body> ignoredBodies;
|
||||
public List<Body> IgnoredBodies;
|
||||
|
||||
public Character User;
|
||||
|
||||
@@ -48,7 +47,7 @@ namespace Barotrauma.Items.Components
|
||||
public Projectile(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
ignoredBodies = new List<Body>();
|
||||
IgnoredBodies = new List<Body>();
|
||||
|
||||
//launchImpulse = ToolBox.GetAttributeFloat(element, "launchimpulse", 10.0f);
|
||||
//characterUsable = ToolBox.GetAttributeBool(element, "characterusable", false);
|
||||
@@ -65,24 +64,10 @@ namespace Barotrauma.Items.Components
|
||||
//doesStick = ToolBox.GetAttributeBool(element, "doesstick", false);
|
||||
}
|
||||
|
||||
//public override void ConstructionActivate(Construction c, Vector2 modifier)
|
||||
//{
|
||||
// for (int i = 0; i < item.linkedTo.Count; i++)
|
||||
// item.linkedTo[i].RemoveLinked((MapEntity)item);
|
||||
// item.linkedTo.Clear();
|
||||
|
||||
// ApplyStatusEffects(StatusEffect.Type.OnUse, 1.0f, null);
|
||||
|
||||
// Launch(modifier+Vector2.Normalize(modifier)*launchImpulse);
|
||||
|
||||
//}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character != null && !characterUsable) return false;
|
||||
|
||||
//ApplyStatusEffects(ActionType.OnUse, 1.0f, Character);
|
||||
|
||||
Launch(new Vector2(
|
||||
(float)Math.Cos(item.body.Rotation),
|
||||
(float)Math.Sin(item.body.Rotation)) * launchImpulse * item.body.Mass);
|
||||
@@ -103,26 +88,25 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
item.Drop();
|
||||
|
||||
if (stickJoint != null && doesStick)
|
||||
{
|
||||
if (stickTarget != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Failed to restore collision with stickTarget", e);
|
||||
#endif
|
||||
}
|
||||
if (stickJoint == null || !doesStick) return;
|
||||
|
||||
stickTarget = null;
|
||||
if (stickTarget != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
|
||||
}
|
||||
GameMain.World.RemoveJoint(stickJoint);
|
||||
stickJoint = null;
|
||||
catch (Exception e)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Failed to restore collision with stickTarget", e);
|
||||
#endif
|
||||
}
|
||||
|
||||
stickTarget = null;
|
||||
}
|
||||
GameMain.World.RemoveJoint(stickJoint);
|
||||
stickJoint = null;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
@@ -160,7 +144,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private bool OnProjectileCollision(Fixture f1, Fixture f2, Contact contact)
|
||||
{
|
||||
if (ignoredBodies.Contains(f2.Body)) return false;
|
||||
if (IgnoredBodies.Contains(f2.Body)) return false;
|
||||
|
||||
AttackResult attackResult = new AttackResult(0.0f, 0.0f);
|
||||
if (attack != null)
|
||||
@@ -185,7 +169,7 @@ namespace Barotrauma.Items.Components
|
||||
item.body.CollisionCategories = Physics.CollisionMisc;
|
||||
item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
|
||||
|
||||
ignoredBodies.Clear();
|
||||
IgnoredBodies.Clear();
|
||||
|
||||
f2.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
|
||||
|
||||
@@ -220,9 +204,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
return (f2.CollisionCategories != Physics.CollisionCharacter);
|
||||
|
||||
//return false;
|
||||
return f2.CollisionCategories != Physics.CollisionCharacter;
|
||||
}
|
||||
|
||||
private bool StickToTarget(Body targetBody, Vector2 axis)
|
||||
|
||||
@@ -239,9 +239,9 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
base.Draw(spriteBatch);
|
||||
base.Draw(spriteBatch, editing);
|
||||
|
||||
if (!IsActive) return;
|
||||
|
||||
|
||||
@@ -1,9 +1,6 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Lights;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
@@ -135,16 +132,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
voltage = 0.0f;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
if (!editing) return;
|
||||
|
||||
//Vector2 center = new Vector2(item.Rect.Center.X, -item.Rect.Y + item.Rect.Height/2.0f);
|
||||
|
||||
//GUI.DrawLine(spriteBatch, center - Vector2.One * range, center + Vector2.One * range, lightColor);
|
||||
}
|
||||
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
base.RemoveComponentSpecific();
|
||||
|
||||
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
|
||||
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
|
||||
@@ -79,7 +79,7 @@ namespace Barotrauma.Items.Components
|
||||
ToolBox.GetAttributeVector2(element, "origin", Vector2.Zero));
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
Vector2 drawPos = new Vector2(item.Rect.X, item.Rect.Y);
|
||||
if (item.Submarine != null) drawPos += item.Submarine.DrawPosition;
|
||||
@@ -270,7 +270,7 @@ namespace Barotrauma.Items.Components
|
||||
if (Math.Abs(MathUtils.GetShortestAngle(enemyAngle, turretAngle)) > 0.01f) return false;
|
||||
|
||||
var pickedBody = Submarine.PickBody(ConvertUnits.ToSimUnits(item.WorldPosition), closestEnemy.SimPosition, null);
|
||||
if (pickedBody != null && pickedBody.UserData as Limb == null) return false;
|
||||
if (pickedBody != null && !(pickedBody.UserData is Limb)) return false;
|
||||
|
||||
if (objective.Option.ToLower()=="fire at will") Use(deltaTime, character);
|
||||
|
||||
|
||||
@@ -363,8 +363,8 @@ namespace Barotrauma
|
||||
{
|
||||
if (sendingTime < lastUpdate) return;
|
||||
|
||||
List<ushort> newItemIDs = new List<ushort>();
|
||||
List<Item> droppedItems = new List<Item>();
|
||||
//List<ushort> newItemIDs = new List<ushort>();
|
||||
//List<Item> droppedItems = new List<Item>();
|
||||
List<Item> prevItems = new List<Item>(Items);
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
@@ -389,15 +389,22 @@ namespace Barotrauma
|
||||
var sender = GameMain.Server.ConnectedClients.Find(c => c.Connection == message.SenderConnection);
|
||||
if (sender != null && sender.Character != null)
|
||||
{
|
||||
foreach (Item item in droppedItems)
|
||||
{
|
||||
GameServer.Log(sender.Character + " removed " + item.Name + " from " + Owner.ToString(), Color.Orange);
|
||||
}
|
||||
|
||||
foreach (Item item in Items)
|
||||
{
|
||||
if (item == null || prevItems.Contains(item)) continue;
|
||||
GameServer.Log(sender.Character + " placed " + item.Name + " in " + Owner.ToString(), Color.Orange);
|
||||
if (item == null) continue;
|
||||
if (!prevItems.Contains(item))
|
||||
{
|
||||
GameServer.Log(sender.Character + " placed " + item.Name + " in " + Owner, Color.Orange);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Item item in prevItems)
|
||||
{
|
||||
if (item == null) continue;
|
||||
if (!Items.Contains(item))
|
||||
{
|
||||
GameServer.Log(sender.Character + " removed " + item.Name + " from " + Owner.ToString(), Color.Orange);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,12 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class ItemSpawner
|
||||
{
|
||||
private Queue<Pair<ItemPrefab, object>> spawnQueue;
|
||||
private readonly Queue<Pair<ItemPrefab, object>> spawnQueue;
|
||||
|
||||
public ItemSpawner()
|
||||
{
|
||||
@@ -68,7 +66,7 @@ namespace Barotrauma
|
||||
{
|
||||
var item = new Item(itemInfo.First, Vector2.Zero, null);
|
||||
|
||||
var inventory = itemInfo.Second as Inventory;
|
||||
var inventory = (Inventory)itemInfo.Second;
|
||||
inventory.TryPutItem(item, null, false);
|
||||
|
||||
items.Add(item);
|
||||
@@ -138,7 +136,7 @@ namespace Barotrauma
|
||||
|
||||
class ItemRemover
|
||||
{
|
||||
private Queue<Item> removeQueue;
|
||||
private readonly Queue<Item> removeQueue;
|
||||
|
||||
public ItemRemover()
|
||||
{
|
||||
@@ -191,7 +189,7 @@ namespace Barotrauma
|
||||
ushort itemId = message.ReadUInt16();
|
||||
|
||||
var item = MapEntity.FindEntityByID(itemId);
|
||||
if (item == null || item as Item != null) continue;
|
||||
if (item == null || item is Item) continue;
|
||||
|
||||
item.Remove();
|
||||
}
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Lights;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
@@ -165,8 +165,6 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 0; i < count; i++ )
|
||||
{
|
||||
float normalizedPos = 0.5f-(i / count);
|
||||
|
||||
Vector2 spawnPos = new Vector2(WorldPosition.X + Rand.Range(0.0f, size.X), Rand.Range(WorldPosition.Y - size.Y, WorldPosition.Y) + 10.0f);
|
||||
|
||||
Vector2 speed = new Vector2((spawnPos.X - (WorldPosition.X + size.X / 2.0f)), (float)Math.Sqrt(size.X) * Rand.Range(10.0f, 15.0f) * growModifier);
|
||||
|
||||
@@ -115,7 +115,7 @@ namespace Barotrauma
|
||||
|
||||
public static void UpdateHulls()
|
||||
{
|
||||
foreach (Gap g in Gap.GapList)
|
||||
foreach (Gap g in GapList)
|
||||
{
|
||||
g.FindHulls();
|
||||
}
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
|
||||
@@ -112,21 +112,16 @@ namespace Barotrauma.Lights
|
||||
|
||||
private void CalculateDimensions()
|
||||
{
|
||||
Vector2 center = Vector2.Zero;
|
||||
|
||||
float? minX = null, minY = null, maxX = null, maxY = null;
|
||||
|
||||
for (int i = 0; i < vertices.Length; i++)
|
||||
{
|
||||
center += vertices[i];
|
||||
|
||||
if (minX == null || vertices[i].X < minX) minX = vertices[i].X;
|
||||
if (minY == null || vertices[i].Y < minY) minY = vertices[i].Y;
|
||||
|
||||
if (maxX == null || vertices[i].X > maxX) maxX = vertices[i].X;
|
||||
if (maxY == null || vertices[i].Y > minY) maxY = vertices[i].Y;
|
||||
}
|
||||
center /= vertices.Length;
|
||||
|
||||
boundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY));
|
||||
}
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -151,11 +151,11 @@ namespace Barotrauma
|
||||
|
||||
protected bool ResizeHorizontal
|
||||
{
|
||||
get { return prefab == null ? false : prefab.ResizeHorizontal; }
|
||||
get { return prefab != null && prefab.ResizeHorizontal; }
|
||||
}
|
||||
protected bool ResizeVertical
|
||||
{
|
||||
get { return prefab == null ? false : prefab.ResizeVertical; }
|
||||
get { return prefab != null && prefab.ResizeVertical; }
|
||||
}
|
||||
|
||||
public virtual string Name
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -13,17 +11,17 @@ namespace Barotrauma
|
||||
//public static List<StructurePrefab> list = new List<StructurePrefab>();
|
||||
|
||||
//does the structure have a physics body
|
||||
bool hasBody;
|
||||
private bool hasBody;
|
||||
|
||||
bool castShadow;
|
||||
private bool castShadow;
|
||||
|
||||
bool isPlatform;
|
||||
Direction stairDirection;
|
||||
private bool isPlatform;
|
||||
private Direction stairDirection;
|
||||
|
||||
float maxHealth;
|
||||
private float maxHealth;
|
||||
|
||||
//default size
|
||||
Vector2 size;
|
||||
private Vector2 size;
|
||||
|
||||
public bool HasBody
|
||||
{
|
||||
@@ -55,7 +53,7 @@ namespace Barotrauma
|
||||
foreach (string filePath in filePaths)
|
||||
{
|
||||
XDocument doc = ToolBox.TryLoadXml(filePath);
|
||||
if (doc == null) return;
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
foreach (XElement el in doc.Root.Elements())
|
||||
{
|
||||
|
||||
@@ -165,7 +165,7 @@ namespace Barotrauma
|
||||
|
||||
public bool AtDamageDepth
|
||||
{
|
||||
get { return subBody == null ? false : subBody.AtDamageDepth; }
|
||||
get { return subBody != null && subBody.AtDamageDepth; }
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
|
||||
@@ -310,7 +310,7 @@ namespace Barotrauma
|
||||
|
||||
if (hull.Rect.Width<minDist*3.0f)
|
||||
{
|
||||
var wayPoint = new WayPoint(
|
||||
new WayPoint(
|
||||
new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
|
||||
continue;
|
||||
}
|
||||
@@ -396,7 +396,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
List<Structure> stairList = new List<Structure>();
|
||||
foreach (MapEntity me in MapEntity.mapEntityList)
|
||||
foreach (MapEntity me in mapEntityList)
|
||||
{
|
||||
Structure stairs = me as Structure;
|
||||
if (stairs == null) continue;
|
||||
@@ -439,8 +439,7 @@ namespace Barotrauma
|
||||
ladderPoints[0] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
|
||||
|
||||
ladderPoints[1] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y-1.0f), SpawnType.Path, Submarine.Loaded);
|
||||
|
||||
|
||||
|
||||
|
||||
WayPoint prevPoint = ladderPoints[0];
|
||||
Vector2 prevPos = prevPoint.SimPosition;
|
||||
@@ -457,7 +456,7 @@ namespace Barotrauma
|
||||
|
||||
if (pickedBody.UserData is Item)
|
||||
{
|
||||
var door = (pickedBody.UserData as Item).GetComponent<Door>();
|
||||
var door = ((Item)pickedBody.UserData).GetComponent<Door>();
|
||||
if (door != null)
|
||||
{
|
||||
WayPoint newPoint = new WayPoint(door.Item.Position, SpawnType.Path, Submarine.Loaded);
|
||||
|
||||
@@ -128,7 +128,7 @@ namespace Barotrauma.Networking
|
||||
GUIMessageBox upnpBox = new GUIMessageBox("Please wait...", "Attempting UPnP port forwarding", new string[] {"Cancel"} );
|
||||
upnpBox.Buttons[0].OnClicked = upnpBox.Close;
|
||||
|
||||
DateTime upnpTimeout = DateTime.Now + new TimeSpan(0,0,5);
|
||||
//DateTime upnpTimeout = DateTime.Now + new TimeSpan(0,0,5);
|
||||
while (server.UPnP.Status == UPnPStatus.Discovering
|
||||
&& GUIMessageBox.VisibleBox == upnpBox)// && upnpTimeout>DateTime.Now)
|
||||
{
|
||||
|
||||
@@ -53,7 +53,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
public bool AutoRestart
|
||||
{
|
||||
get { return (ConnectedClients.Count == 0) ? false : autoRestart; }
|
||||
get { return (ConnectedClients.Count != 0) && autoRestart; }
|
||||
set
|
||||
{
|
||||
autoRestart = value;
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
using Lidgren.Network;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma.Networking
|
||||
namespace Barotrauma.Networking
|
||||
{
|
||||
static class NetBufferExtensions
|
||||
{
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma.Networking
|
||||
namespace Barotrauma.Networking
|
||||
{
|
||||
static class NetConfig
|
||||
{
|
||||
|
||||
@@ -109,7 +109,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
public NetworkEvent(NetworkEventType type, ushort id, bool allowClientSend, object data = null)
|
||||
{
|
||||
if (!allowClientSend && GameMain.Server != null) return;
|
||||
if (!allowClientSend && GameMain.Server == null) return;
|
||||
|
||||
eventType = type;
|
||||
|
||||
@@ -168,7 +168,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
try
|
||||
{
|
||||
NetworkEvent.ReadData(message, sendingTime, resend);
|
||||
ReadData(message, sendingTime, resend);
|
||||
}
|
||||
catch
|
||||
{
|
||||
|
||||
@@ -3,7 +3,6 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma.Networking
|
||||
{
|
||||
@@ -19,12 +18,12 @@ namespace Barotrauma.Networking
|
||||
|
||||
private GUIListBox listBox;
|
||||
|
||||
private Queue<ColoredText> lines;
|
||||
private readonly Queue<ColoredText> lines;
|
||||
|
||||
public int LinesPerFile
|
||||
{
|
||||
get { return linesPerFile; }
|
||||
set { linesPerFile = Math.Max(10, linesPerFile); }
|
||||
set { linesPerFile = Math.Max(value, 10); }
|
||||
}
|
||||
|
||||
public ServerLog(string serverName)
|
||||
|
||||
@@ -32,7 +32,7 @@ namespace Barotrauma.Particles
|
||||
particles = new Particle[MaxParticles];
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(configFile);
|
||||
if (doc == null) return;
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
prefabs = new Dictionary<string, ParticlePrefab>();
|
||||
|
||||
|
||||
@@ -206,12 +206,7 @@ namespace Barotrauma
|
||||
{
|
||||
var frame = c.CreateCharacterFrame(hireList, c.Name + " (" + c.Job.Name + ")", c);
|
||||
|
||||
//GUITextBlock textBlock = new GUITextBlock(
|
||||
// new Rectangle(0, 0, 0, 25),
|
||||
// c.Name + " (" + c.Job.Name + ")", GUI.Style, hireList);
|
||||
//textBlock.UserData = c;
|
||||
|
||||
var textBlock = new GUITextBlock(
|
||||
new GUITextBlock(
|
||||
new Rectangle(0, 0, 0, 25),
|
||||
c.Salary.ToString(),
|
||||
null, null,
|
||||
@@ -475,7 +470,7 @@ namespace Barotrauma
|
||||
GUIComponent prevInfoFrame = null;
|
||||
foreach (GUIComponent child in bottomPanel[selectedRightPanel].children)
|
||||
{
|
||||
if (child.UserData as CharacterInfo == null) continue;
|
||||
if (!(child.UserData is CharacterInfo)) continue;
|
||||
|
||||
prevInfoFrame = child;
|
||||
}
|
||||
|
||||
@@ -208,16 +208,13 @@ namespace Barotrauma
|
||||
otherButton.Selected = false;
|
||||
}
|
||||
|
||||
if (Screen.Selected != this) Select();
|
||||
if (Selected != this) Select();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SelectTab(Tab tab)
|
||||
{
|
||||
int oldTab = selectedTab;
|
||||
|
||||
|
||||
if (GameMain.Config.UnsavedSettings)
|
||||
{
|
||||
var applyBox = new GUIMessageBox("Apply changes?", "Do you want to apply the settings or discard the changes?",
|
||||
|
||||
@@ -246,7 +246,7 @@ namespace Barotrauma
|
||||
|
||||
//traitor probability ------------------------------------------------------------------
|
||||
|
||||
var traitorText = new GUITextBlock(new Rectangle(columnX, 180, 20, 20), "Traitors:", GUI.Style, infoFrame);
|
||||
new GUITextBlock(new Rectangle(columnX, 180, 20, 20), "Traitors:", GUI.Style, infoFrame);
|
||||
|
||||
traitorProbabilityButtons = new GUIButton[2];
|
||||
|
||||
@@ -1000,7 +1000,7 @@ namespace Barotrauma
|
||||
//msg.Write(durationBar.BarScroll);
|
||||
msg.Write(LevelSeed);
|
||||
|
||||
msg.Write(GameMain.Server == null ? false : GameMain.Server.AutoRestart);
|
||||
msg.Write(GameMain.Server != null && GameMain.Server.AutoRestart);
|
||||
msg.Write(GameMain.Server == null ? 0.0f : GameMain.Server.AutoRestartTimer);
|
||||
|
||||
msg.Write((byte)(playerList.CountChildren));
|
||||
|
||||
@@ -45,11 +45,10 @@ namespace Barotrauma
|
||||
|
||||
private IEnumerable<object> UpdateColorFade(Color from, Color to, float duration)
|
||||
{
|
||||
while (Screen.Selected != this)
|
||||
while (Selected != this)
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
|
||||
float timer = 0.0f;
|
||||
|
||||
|
||||
@@ -1,12 +1,7 @@
|
||||
using System;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Factories;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using System.IO;
|
||||
using System.Collections.Generic;
|
||||
using RestSharp;
|
||||
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using OpenTK.Audio.OpenAL;
|
||||
using OpenTK.Audio;
|
||||
@@ -12,22 +11,14 @@ namespace Barotrauma.Sounds
|
||||
{
|
||||
public const int DefaultSourceCount = 16;
|
||||
|
||||
private static List<int> alSources = new List<int>();
|
||||
private static int[] alBuffers = new int[DefaultSourceCount];
|
||||
private static readonly List<int> alSources = new List<int>();
|
||||
private static readonly int[] alBuffers = new int[DefaultSourceCount];
|
||||
private static int lowpassFilterId;
|
||||
|
||||
private static AudioContext AC;
|
||||
|
||||
//private static float overrideLowPassGain;
|
||||
|
||||
//public static float OverrideLowPassGain
|
||||
//{
|
||||
// get { return overrideLowPassGain; }
|
||||
// set { overrideLowPassGain = MathHelper.Clamp(overrideLowPassGain, 0.0f, 1.0f); }
|
||||
//}
|
||||
|
||||
static AudioContext AC;
|
||||
|
||||
public static OggStreamer oggStreamer;
|
||||
public static OggStream oggStream;
|
||||
private static OggStreamer oggStreamer;
|
||||
private static OggStream oggStream;
|
||||
|
||||
public static float MasterVolume = 1.0f;
|
||||
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -1,9 +1,5 @@
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.IO.Compression;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
|
||||
@@ -1,10 +1,7 @@
|
||||
using System.Drawing;
|
||||
using System.Drawing.Imaging;
|
||||
using System.IO;
|
||||
using System.IO;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Color = Microsoft.Xna.Framework.Color;
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user