diff --git a/Barotrauma/BarotraumaClient/Source/DebugConsole.cs b/Barotrauma/BarotraumaClient/Source/DebugConsole.cs index 70bffec04..495a2ff25 100644 --- a/Barotrauma/BarotraumaClient/Source/DebugConsole.cs +++ b/Barotrauma/BarotraumaClient/Source/DebugConsole.cs @@ -1416,6 +1416,189 @@ namespace Barotrauma TextManager.WriteToCSV(); NPCConversation.WriteToCSV(); })); +#endif + + commands.Add(new Command("cleanbuild", "", (string[] args) => + { + GameMain.Config.MusicVolume = 0.5f; + GameMain.Config.SoundVolume = 0.5f; + NewMessage("Music and sound volume set to 0.5", Color.Green); + + commands.Add(new Command("camerasettings", "camerasettings [defaultzoom] [zoomsmoothness] [movesmoothness] [minzoom] [maxzoom]: debug command for testing camera settings. The values default to 1.1, 8.0, 8.0, 0.1 and 2.0.", (string[] args) => + { + float defaultZoom = Screen.Selected.Cam.DefaultZoom; + if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom); + + float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness; + if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness); + float moveSmoothness = Screen.Selected.Cam.MoveSmoothness; + if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness); + + float minZoom = Screen.Selected.Cam.MinZoom; + if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom); + float maxZoom = Screen.Selected.Cam.MaxZoom; + if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom); + + Screen.Selected.Cam.DefaultZoom = defaultZoom; + Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness; + Screen.Selected.Cam.MoveSmoothness = moveSmoothness; + Screen.Selected.Cam.MinZoom = minZoom; + Screen.Selected.Cam.MaxZoom = maxZoom; + })); + + commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) => + { + float distortScaleX = 0.5f, distortScaleY = 0.5f; + float distortStrengthX = 0.5f, distortStrengthY = 0.5f; + float blurAmount = 0.0f; + if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX); + if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY); + if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX); + if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY); + if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount); + WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY); + WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY); + WaterRenderer.BlurAmount = blurAmount; + })); + + + commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) => + { + //TODO: maybe do this automatically during loading when possible? + if (Screen.Selected == GameMain.SubEditorScreen) + { + if (!MapEntity.SelectedAny) + { + ThrowError("You have to select item(s) first!"); + } + else + { + foreach (var mapEntity in MapEntity.SelectedList) + { + if (mapEntity is Item item) + { + item.Rect = new Rectangle(item.Rect.X, item.Rect.Y, + (int)(item.Prefab.sprite.size.X * item.Prefab.Scale), + (int)(item.Prefab.sprite.size.Y * item.Prefab.Scale)); + } + else if (mapEntity is Structure structure) + { + if (!structure.ResizeHorizontal) + { + structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y, + (int)structure.Prefab.ScaledSize.X, + structure.Rect.Height); + } + if (!structure.ResizeVertical) + { + structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y, + structure.Rect.Width, + (int)structure.Prefab.ScaledSize.Y); + } + } + } + } + } + }, isCheat: false)); +#endif + + GameMain.Config.SaveNewPlayerConfig(); + + commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) => + { + string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt"; + string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml"; + + string[] lines; + try + { + lines = File.ReadAllLines(sourcePath); + } + catch (Exception e) + { + ThrowError("Reading the file \"" + sourcePath + "\" failed.", e); + return; + } + var doc = XMLExtensions.TryLoadXml(destinationPath); + int i = 0; + foreach (XElement element in doc.Root.Elements()) + { + if (i >= lines.Length) + { + ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file."); + return; + } + element.Value = lines[i]; + i++; + } + doc.Save(destinationPath); + }, + () => + { + var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/")); + return new string[][] + { + files.Where(f => Path.GetExtension(f)==".txt").ToArray(), + files.Where(f => Path.GetExtension(f)==".xml").ToArray() + }; + })); + + commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) => + { + if (args.Length < 2) return; + string sourcePath = args[0]; + string destinationPath = args[1]; + + var sourceDoc = XMLExtensions.TryLoadXml(sourcePath); + var destinationDoc = XMLExtensions.TryLoadXml(destinationPath); + + XElement destinationElement = destinationDoc.Root.Elements().First(); + foreach (XElement element in sourceDoc.Root.Elements()) + { + if (destinationDoc.Root.Element(element.Name) == null) + { + element.Value = "!!!!!!!!!!!!!" + element.Value; + destinationElement.AddAfterSelf(element); + } + XNode nextNode = destinationElement.NextNode; + while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode; + destinationElement = nextNode as XElement; + } + destinationDoc.Save(destinationPath); + }, + () => + { + var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray(); + return new string[][] + { + files, + files + }; + })); + + commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) => + { + string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt"; + List lines = new List(); + foreach (MapEntityPrefab me in MapEntityPrefab.List) + { + lines.Add("" + me.Name + ""); + lines.Add("" + me.Description + ""); + } + File.WriteAllLines(filePath, lines); + })); +#if DEBUG + commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) => + { + if (args.Length != 1) return; + TextManager.CheckForDuplicates(args[0]); + })); + + commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) => + { + TextManager.WriteToCSV(); + NPCConversation.WriteToCSV(); + })); commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) => { diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs index 75e0aa3d0..a348da505 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs @@ -107,74 +107,6 @@ namespace Barotrauma }; scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically); - if (isSinglePlayer) - { - chatBox = new ChatBox(guiFrame, isSinglePlayer: true) - { - OnEnterMessage = (textbox, text) => - { - if (Character.Controlled == null) { return true; } - - textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default]; - - if (!string.IsNullOrWhiteSpace(text)) - { - string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg); - AddSinglePlayerChatMessage( - Character.Controlled.Info.Name, - msg, - ((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default, - Character.Controlled); - var headset = GetHeadset(Character.Controlled, true); - if (headset != null && headset.CanTransmit()) - { - headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false); - } - } - textbox.Deselect(); - textbox.Text = ""; - return true; - } - }; - - chatBox.InputBox.OnTextChanged += chatBox.TypingChatMessage; - } - - var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null); - reportButtonFrame = new GUILayoutGroup(new RectTransform( - new Point((HUDLayoutSettings.CrewArea.Height - (int)((reports.Count - 1) * 5 * GUI.Scale)) / reports.Count, HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform)) - { - AbsoluteSpacing = (int)(5 * GUI.Scale), - UserData = "reportbuttons", - CanBeFocused = false - }; - - //report buttons - foreach (Order order in reports) - { - if (!order.TargetAllCharacters || order.SymbolSprite == null) continue; - var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null) - { - OnClicked = (GUIButton button, object userData) => - { - if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false; - SetCharacterOrder(null, order, null, Character.Controlled); - return true; - }, - UserData = order, - ToolTip = order.Name - }; - - new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow") - { - Color = Color.Red * 0.8f, - HoverColor = Color.Red * 1.0f, - PressedColor = Color.Red * 0.6f, - UserData = "highlighted", - CanBeFocused = false, - Visible = false - }; - var characterInfo = new CharacterInfo(subElement); characterInfos.Add(characterInfo); foreach (XElement invElement in subElement.Elements()) @@ -1376,6 +1308,16 @@ namespace Barotrauma if (GameMain.NetworkMember != null) GameMain.Client.SelectCrewCharacter(character, previewPlayer); + private bool ReportButtonClicked(GUIButton button, object userData) + { + //order targeted to all characters + Order order = userData as Order; + if (order.TargetAllCharacters) + { + if (Character.Controlled == null || Character.Controlled.CurrentHull == null) return false; + AddOrder(new Order(order.Prefab, Character.Controlled.CurrentHull, null), order.Prefab.FadeOutTime); + SetCharacterOrder(null, order, "", Character.Controlled); + } return true; } diff --git a/Barotrauma/BarotraumaClient/Source/GameSettings.cs b/Barotrauma/BarotraumaClient/Source/GameSettings.cs index a111ddc03..00085898f 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSettings.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSettings.cs @@ -626,28 +626,6 @@ namespace Barotrauma new GUIMessageBox(TextManager.Get("RestartRequiredLabel"), TextManager.Get("RestartRequiredLanguage")); - return true; - }; - - //spacing - new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null); - - new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomLeft), - TextManager.Get("Cancel")) - { - IgnoreLayoutGroups = true, - OnClicked = (x, y) => - { - if (UnsavedSettings) - { - LoadPlayerConfig(); - } - if (Screen.Selected == GameMain.MainMenuScreen) GameMain.MainMenuScreen.ReturnToMainMenu(null, null); - GUI.SettingsMenuOpen = false; - return true; - } - }; - //spacing new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null); diff --git a/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs b/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs index 94a9eee32..72589ccf5 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs @@ -184,63 +184,6 @@ namespace Barotrauma.Items.Components } } } - - public void ApplyTo(RectTransform target) - { - if (RelativeOffset.HasValue) - { - target.RelativeOffset = RelativeOffset.Value; - } - else if (AbsoluteOffset.HasValue) - { - target.AbsoluteOffset = AbsoluteOffset.Value; - } - if (RelativeSize.HasValue) - { - target.RelativeSize = RelativeSize.Value; - } - else if (AbsoluteSize.HasValue) - { - target.NonScaledSize = AbsoluteSize.Value; - } - if (Anchor.HasValue) - { - target.Anchor = Anchor.Value; - } - if (Pivot.HasValue) - { - target.Pivot = Pivot.Value; - } - else - { - target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor); - } - target.RecalculateChildren(true, true); - } - } - - public GUIFrame GuiFrame { get; protected set; } - - [Serialize(false, false)] - public bool AllowUIOverlap - { - get; - set; - } - - private ItemComponent linkToUIComponent; - [Serialize("", false)] - public string LinkUIToComponent - { - get; - set; - } - - [Serialize(0, false)] - public int HudPriority - { - get; - private set; } private bool shouldMuffleLooping; diff --git a/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs b/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs index 53b96b79d..4d50e8e6a 100644 --- a/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs +++ b/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs @@ -918,6 +918,24 @@ namespace Barotrauma.Networking } + private void ReadAchievement(NetIncomingMessage inc) + { + string achievementIdentifier = inc.ReadString(); + SteamAchievementManager.UnlockAchievement(achievementIdentifier); + } + + private void ReadPermissions(NetIncomingMessage inc) + { + List permittedConsoleCommands = new List(); + byte clientID = inc.ReadByte(); + + waitInServerQueueBox?.Close(); + waitInServerQueueBox = null; + + yield return CoroutineStatus.Success; + } + + private void ReadAchievement(NetIncomingMessage inc) { string achievementIdentifier = inc.ReadString(); @@ -1292,6 +1310,9 @@ namespace Barotrauma.Networking byte botCount = inc.ReadByte(); BotSpawnMode botSpawnMode = inc.ReadBoolean() ? BotSpawnMode.Fill : BotSpawnMode.Normal; + byte botCount = inc.ReadByte(); + BotSpawnMode botSpawnMode = inc.ReadBoolean() ? BotSpawnMode.Fill : BotSpawnMode.Normal; + byte botCount = inc.ReadByte(); BotSpawnMode botSpawnMode = inc.ReadBoolean() ? BotSpawnMode.Fill : BotSpawnMode.Normal; diff --git a/Barotrauma/BarotraumaClient/Source/Particles/Particle.cs b/Barotrauma/BarotraumaClient/Source/Particles/Particle.cs index ad148e0f5..7a79d8925 100644 --- a/Barotrauma/BarotraumaClient/Source/Particles/Particle.cs +++ b/Barotrauma/BarotraumaClient/Source/Particles/Particle.cs @@ -431,9 +431,6 @@ namespace Barotrauma.Particles { drawPosition = Timing.Interpolate(prevPosition, position); drawRotation = Timing.Interpolate(prevRotation, rotation); - - prevPosition = position; - prevRotation = rotation; } public void Draw(SpriteBatch spriteBatch) diff --git a/Barotrauma/BarotraumaClient/Source/Screens/CharacterEditorScreen.cs b/Barotrauma/BarotraumaClient/Source/Screens/CharacterEditorScreen.cs index a7a147242..fd3e9fedc 100644 --- a/Barotrauma/BarotraumaClient/Source/Screens/CharacterEditorScreen.cs +++ b/Barotrauma/BarotraumaClient/Source/Screens/CharacterEditorScreen.cs @@ -401,117 +401,6 @@ namespace Barotrauma UpdateSourceRect(limb, newRect); } } - UpdateJointCreation(); - if (PlayerInput.KeyHit(Keys.Left)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.X--; - UpdateSourceRect(limb, newRect); - } - } - if (PlayerInput.KeyHit(Keys.Right)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.X++; - UpdateSourceRect(limb, newRect); - } - } - if (PlayerInput.KeyHit(Keys.Down)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.Y++; - UpdateSourceRect(limb, newRect); - } - } - if (PlayerInput.KeyHit(Keys.Up)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.Y--; - UpdateSourceRect(limb, newRect); - } - } - UpdateJointCreation(); - if (PlayerInput.KeyHit(Keys.Left)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.X--; - UpdateSourceRect(limb, newRect); - } - } - if (PlayerInput.KeyHit(Keys.Right)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.X++; - UpdateSourceRect(limb, newRect); - } - } - if (PlayerInput.KeyHit(Keys.Down)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.Y++; - UpdateSourceRect(limb, newRect); - } - } - if (PlayerInput.KeyHit(Keys.Up)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.Y--; - UpdateSourceRect(limb, newRect); - } - } - UpdateJointCreation(); - if (PlayerInput.KeyHit(Keys.Left)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.X--; - UpdateSourceRect(limb, newRect); - } - } - if (PlayerInput.KeyHit(Keys.Right)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.X++; - UpdateSourceRect(limb, newRect); - } - } - if (PlayerInput.KeyHit(Keys.Down)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.Y++; - UpdateSourceRect(limb, newRect); - } - } - if (PlayerInput.KeyHit(Keys.Up)) - { - foreach (var limb in selectedLimbs) - { - var newRect = limb.ActiveSprite.SourceRect; - newRect.Y--; - UpdateSourceRect(limb, newRect); - } - } } if (!isFreezed) { diff --git a/Barotrauma/BarotraumaShared/BarotraumaShared.projitems b/Barotrauma/BarotraumaShared/BarotraumaShared.projitems index 9139fe633..c722f33a0 100644 --- a/Barotrauma/BarotraumaShared/BarotraumaShared.projitems +++ b/Barotrauma/BarotraumaShared/BarotraumaShared.projitems @@ -909,6 +909,9 @@ PreserveNewest + + PreserveNewest + PreserveNewest @@ -3322,4 +3325,4 @@ - + \ No newline at end of file diff --git a/Barotrauma/BarotraumaShared/Source/GameSettings.cs b/Barotrauma/BarotraumaShared/Source/GameSettings.cs index 976d10556..861034097 100644 --- a/Barotrauma/BarotraumaShared/Source/GameSettings.cs +++ b/Barotrauma/BarotraumaShared/Source/GameSettings.cs @@ -1200,6 +1200,32 @@ namespace Barotrauma NewLineOnAttributes = true }; +#if CLIENT + if (Tutorial.Tutorials != null) + { + foreach (Tutorial tutorial in Tutorial.Tutorials) + { + if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name)) + { + CompletedTutorialNames.Add(tutorial.Name); + } + } + } +#endif + var tutorialElement = new XElement("tutorials"); + foreach (string tutorialName in CompletedTutorialNames) + { + tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName))); + } + doc.Root.Add(tutorialElement); + + XmlWriterSettings settings = new XmlWriterSettings + { + Indent = true, + OmitXmlDeclaration = true, + NewLineOnAttributes = true + }; + #if CLIENT if (Tutorial.Tutorials != null) { diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/ItemContainer.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/ItemContainer.cs index ae63f344b..97c950c1c 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/ItemContainer.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/ItemContainer.cs @@ -169,78 +169,6 @@ namespace Barotrauma.Items.Components return base.Select(character); } - public override bool Select(Character character) - { - if (item.Container != null) { return false; } - - if (AutoInteractWithContained) - { - foreach (Item contained in Inventory.Items) - { - if (contained == null) continue; - if (contained.TryInteract(character)) - { - return false; - } - } - } - return base.Select(character); - } - - public override bool Select(Character character) - { - if (item.Container != null) { return false; } - - if (AutoInteractWithContained) - { - foreach (Item contained in Inventory.Items) - { - if (contained == null) continue; - if (contained.TryInteract(character)) - { - return false; - } - } - } - return base.Select(character); - } - - public override bool Select(Character character) - { - if (item.Container != null) { return false; } - - if (AutoInteractWithContained) - { - foreach (Item contained in Inventory.Items) - { - if (contained == null) continue; - if (contained.TryInteract(character)) - { - return false; - } - } - } - return base.Select(character); - } - - public override bool Select(Character character) - { - if (item.Container != null) { return false; } - - if (AutoInteractWithContained) - { - foreach (Item contained in Inventory.Items) - { - if (contained == null) continue; - if (contained.TryInteract(character)) - { - return false; - } - } - } - return base.Select(character); - } - public override bool Pick(Character picker) { if (AutoInteractWithContained) diff --git a/Barotrauma/BarotraumaShared/Source/Map/Map/Map.cs b/Barotrauma/BarotraumaShared/Source/Map/Map/Map.cs index 5e0b5c4dc..c3d5d2926 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Map/Map.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Map/Map.cs @@ -430,13 +430,6 @@ namespace Barotrauma } CurrentLocation.SelectedMissionIndex = missionIndex; - //the destination must be the same as the destination of the mission - if (CurrentLocation.SelectedMission != null && - CurrentLocation.SelectedMission.Locations[1] != SelectedLocation) - { - SelectLocation(CurrentLocation.SelectedMission.Locations[1]); - } - SelectedLocation = location; SelectedConnection = connections.Find(c => c.Locations.Contains(CurrentLocation) && c.Locations.Contains(SelectedLocation)); OnLocationSelected?.Invoke(SelectedLocation, SelectedConnection); diff --git a/Barotrauma/BarotraumaShared/Source/PlayerInput.cs b/Barotrauma/BarotraumaShared/Source/PlayerInput.cs index fc56c8fc7..dac0e7d44 100644 --- a/Barotrauma/BarotraumaShared/Source/PlayerInput.cs +++ b/Barotrauma/BarotraumaShared/Source/PlayerInput.cs @@ -160,16 +160,6 @@ namespace Barotrauma } #endif - public void SetState() - { - hit = binding.IsHit(); - if (hit) hitQueue = true; - - held = binding.IsDown(); - if (held) heldQueue = true; - } -#endif - public bool Hit { get