Some cleanup using ReSharper (mostly removing redundancies)

This commit is contained in:
Regalis
2016-03-12 15:32:34 +02:00
parent ae4e4d8f34
commit d1580328ed
99 changed files with 197 additions and 483 deletions
@@ -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