Cleanup (removing unused variables & other redundancies, rethrowing exceptions instead of wrapping them in a new exception instance)
This commit is contained in:
@@ -30,9 +30,7 @@ namespace Barotrauma
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private float updateTargetsTimer;
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private float raycastTimer;
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private Vector2 prevPosition;
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//a timer for attacks such as biting that last for a specific amount of time
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//the duration is determined by the attackDuration of the attacking limb
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private float attackTimer;
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@@ -48,7 +48,6 @@ namespace Barotrauma
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/// makes the character act according to the objective, or according to any subobjectives that
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/// need to be completed before this one
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/// </summary>
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/// <param name="character">the character who's trying to achieve the objective</param>
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public void TryComplete(float deltaTime)
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{
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subObjectives.RemoveAll(s => s.IsCompleted() || !s.CanBeCompleted);
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@@ -5,8 +5,6 @@ namespace Barotrauma
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{
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class AICharacter : Character
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{
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const float AttackBackPriority = 1.0f;
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private AIController aiController;
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public override AIController AIController
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@@ -857,7 +857,7 @@ namespace Barotrauma
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headInWater = false;
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inWater = false;
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if (inWater = currentHull.Volume > currentHull.FullVolume * 0.95f)
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if (currentHull.Volume > currentHull.FullVolume * 0.95f)
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{
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inWater = true;
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}
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@@ -1435,8 +1435,6 @@ namespace Barotrauma
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public Vector2 GetColliderBottom()
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{
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float halfHeight = Collider.height * 0.5f + Collider.radius;
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float offset = 0.0f;
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if (!character.IsUnconscious && !character.IsDead && character.Stun <= 0.0f)
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@@ -37,9 +37,7 @@ namespace Barotrauma
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}
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}
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}
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public List<Item> SpawnItems = new List<Item>();
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private bool enabled = true;
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public bool Enabled
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{
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@@ -70,7 +70,6 @@ namespace Barotrauma
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public InputNetFlags states; //keys pressed/other boolean states at this step
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public UInt16 intAim; //aim angle, represented as an unsigned short where 0=0º, 65535=just a bit under 360º
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public UInt16 interact; //id of the entity being interacted with
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public AnimController.Animation? animation;
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public UInt16 networkUpdateID;
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}
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@@ -131,9 +131,7 @@ namespace Barotrauma
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item.AddTag(s);
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}
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}
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character.SpawnItems.Add(item);
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if (parentItem != null) parentItem.Combine(item);
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foreach (XElement childItemElement in itemElement.Elements())
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@@ -142,7 +140,7 @@ namespace Barotrauma
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}
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}
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public virtual XElement Save(XElement parentElement)
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public XElement Save(XElement parentElement)
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{
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XElement jobElement = new XElement("job");
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@@ -48,13 +48,7 @@ namespace Barotrauma
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public readonly LimbType type;
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public readonly bool ignoreCollisions;
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//private readonly float maxHealth;
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//private float damage;
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//private float bleeding;
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public readonly float impactTolerance;
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private float damage, burnt;
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private readonly Vector2 armorSector;
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@@ -367,7 +367,7 @@ namespace Barotrauma
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}
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else if (spawnInventory != null)
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{
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Item.Spawner.AddToSpawnQueue(itemPrefab, (Inventory)spawnInventory);
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Item.Spawner.AddToSpawnQueue(itemPrefab, spawnInventory);
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}
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break;
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@@ -114,7 +114,7 @@ namespace Barotrauma
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face.LoadGlyph(face.GetCharIndex(baseChar), LoadFlags.Default, LoadTarget.Normal);
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baseHeight = face.Glyph.Metrics.Height.ToInt32();
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//lineHeight = baseHeight;
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for (int i = 0; i < charRanges.Count(); i += 2)
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for (int i = 0; i < charRanges.Length; i += 2)
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{
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uint start = charRanges[i];
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uint end = charRanges[i + 1];
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@@ -139,7 +139,7 @@ namespace Barotrauma
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face.Glyph.RenderGlyph(RenderMode.Normal);
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byte[] bitmap = face.Glyph.Bitmap.BufferData;
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int glyphWidth = face.Glyph.Bitmap.Width;
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int glyphHeight = bitmap.Count() / glyphWidth;
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int glyphHeight = bitmap.Length / glyphWidth;
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//if (glyphHeight>lineHeight) lineHeight=glyphHeight;
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@@ -59,9 +59,7 @@ namespace Barotrauma
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public readonly Color OutlineColor;
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public readonly Dictionary<GUIComponent.ComponentState, List<UISprite>> Sprites;
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public readonly bool TileSprites;
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public Dictionary<string, GUIComponentStyle> ChildStyles;
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public GUIComponentStyle(XElement element)
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@@ -40,7 +40,7 @@ namespace Barotrauma
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catch (Exception e)
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{
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DebugConsole.NewMessage("Error in AddToGUIUPdateList! GUIComponent runtime type: "+this.GetType().ToString()+"; children count: "+children.Count.ToString(),Color.Red);
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throw e;
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throw;
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}
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}
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@@ -427,7 +427,7 @@ namespace Barotrauma
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catch (Exception e)
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{
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DebugConsole.NewMessage("Error in Update! GUIComponent runtime type: " + this.GetType().ToString() + "; children count: " + children.Count.ToString(), Color.Red);
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throw e;
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throw;
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}
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}
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@@ -261,7 +261,7 @@ namespace Barotrauma
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catch (Exception e)
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{
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DebugConsole.NewMessage("Error in AddToGUIUpdateList! GUIComponent runtime type: " + this.GetType().ToString() + "; children count: " + children.Count.ToString(), Color.Red);
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throw e;
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throw;
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}
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if (scrollBarEnabled && !scrollBarHidden) scrollBar.AddToGUIUpdateList();
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@@ -41,7 +41,7 @@ namespace Barotrauma
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Rand.Range(cargoRoom.Rect.X + 20, cargoRoom.Rect.Right - 20),
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cargoRoom.Rect.Y - cargoRoom.Rect.Height + prefab.Size.Y/2);
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new Item(prefab as ItemPrefab, position, wp.Submarine);
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new Item(prefab, position, wp.Submarine);
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}
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purchasedItems.Clear();
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@@ -161,9 +161,9 @@ namespace Barotrauma
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public void StartShift(string levelSeed, bool loadSecondSub = false)
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{
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Level level = Level.CreateRandom(levelSeed);
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Level randomLevel = Level.CreateRandom(levelSeed);
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StartShift(level,true,loadSecondSub);
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StartShift(randomLevel, true, loadSecondSub);
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}
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public void StartShift(Level level, bool reloadSub = true, bool loadSecondSub = false)
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@@ -6,7 +6,7 @@ namespace Barotrauma
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{
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public List<CharacterInfo> availableCharacters;
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const int MaxAvailableCharacters = 10;
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public const int MaxAvailableCharacters = 10;
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public HireManager()
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{
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@@ -714,7 +714,6 @@ namespace Barotrauma.Items.Components
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if (gap != null)
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{
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gap.Remove();
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gap.linkedTo.Remove(hull);
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continue;
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}
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@@ -33,9 +33,7 @@ namespace Barotrauma.Items.Components
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private bool isHorizontal;
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private bool isStuck;
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private float lastReceivedMessage;
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private bool? predictedState;
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private float resetPredictionTimer;
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@@ -95,8 +95,6 @@ namespace Barotrauma.Items.Components
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if (userPos != Vector2.Zero)
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{
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float torsoX = character.Position.X;
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Vector2 diff = (item.WorldPosition + userPos) - character.WorldPosition;
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if (character.AnimController.InWater)
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@@ -148,9 +148,7 @@ namespace Barotrauma.Items.Components
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radarBlips[i].FadeTimer -= (float)Timing.Step * 0.5f;
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if (radarBlips[i].FadeTimer <= 0.0f) radarBlips.RemoveAt(i);
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}
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float radius = (GuiFrame.Rect.Height / 2 - 30);
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if (IsActive)
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{
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float pingRadius = displayRadius * pingState;
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@@ -262,13 +262,7 @@ namespace Barotrauma
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{
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get { return prefab.ConfigFile; }
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}
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public bool Removed
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{
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get;
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private set;
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}
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//which type of inventory slots (head, torso, any, etc) the item can be placed in
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public List<InvSlotType> AllowedSlots
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{
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@@ -278,16 +272,7 @@ namespace Barotrauma
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return (p==null) ? new List<InvSlotType>() { InvSlotType.Any } : p.AllowedSlots;
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}
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}
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public int Capacity
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{
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get
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{
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ItemContainer c = GetComponent<ItemContainer>();
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return (c == null) ? 0 : c.Capacity;
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}
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}
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public List<Connection> Connections
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{
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get
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@@ -570,11 +555,11 @@ namespace Barotrauma
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{
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if (parentInventory.Owner is Character)
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{
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CurrentHull = (parentInventory.Owner as Character).AnimController.CurrentHull;
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CurrentHull = ((Character)parentInventory.Owner).AnimController.CurrentHull;
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}
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else if (parentInventory.Owner is Item)
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{
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CurrentHull = (parentInventory.Owner as Item).CurrentHull;
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CurrentHull = ((Item)parentInventory.Owner).CurrentHull;
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}
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Submarine = parentInventory.Owner.Submarine;
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@@ -2306,9 +2291,7 @@ namespace Barotrauma
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public override void ShallowRemove()
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{
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base.ShallowRemove();
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Removed = true;
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foreach (ItemComponent ic in components)
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{
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ic.ShallowRemove();
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@@ -2325,9 +2308,7 @@ namespace Barotrauma
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public override void Remove()
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{
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base.Remove();
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Removed = true;
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if (parentInventory != null)
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{
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parentInventory.RemoveItem(this);
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@@ -1,13 +1,8 @@
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using FarseerPhysics.Common;
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using FarseerPhysics.Common.PolygonManipulation;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Voronoi2;
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namespace Barotrauma.RuinGeneration
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@@ -239,15 +239,15 @@ namespace Barotrauma.Lights
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private void CalculateDimensions()
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{
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float? minX = null, minY = null, maxX = null, maxY = null;
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float minX = vertices[0].Pos.X, minY = vertices[0].Pos.Y, maxX = vertices[0].Pos.X, maxY = vertices[0].Pos.Y;
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for (int i = 0; i < vertices.Length; i++)
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for (int i = 1; i < vertices.Length; i++)
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{
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if (minX == null || vertices[i].Pos.X < minX) minX = vertices[i].Pos.X;
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if (minY == null || vertices[i].Pos.Y < minY) minY = vertices[i].Pos.Y;
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if (vertices[i].Pos.X < minX) minX = vertices[i].Pos.X;
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if (vertices[i].Pos.Y < minY) minY = vertices[i].Pos.Y;
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if (maxX == null || vertices[i].Pos.X > maxX) maxX = vertices[i].Pos.X;
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if (maxY == null || vertices[i].Pos.Y > minY) maxY = vertices[i].Pos.Y;
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if (vertices[i].Pos.X > maxX) maxX = vertices[i].Pos.X;
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if (vertices[i].Pos.Y > minY) maxY = vertices[i].Pos.Y;
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}
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boundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY));
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@@ -40,8 +40,8 @@ namespace Barotrauma.Lights
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private Texture2D visionCircle;
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private Dictionary<Hull, Color> hullAmbientLights = new Dictionary<Hull, Color>();
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private Dictionary<Hull, Color> smoothedHullAmbientLights = new Dictionary<Hull, Color>();
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private Dictionary<Hull, Color> hullAmbientLights;
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private Dictionary<Hull, Color> smoothedHullAmbientLights;
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private float ambientLightUpdateTimer;
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@@ -133,10 +133,7 @@ namespace Barotrauma.Lights
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public void UpdateLightMap(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Effect blur)
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{
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if (!LightingEnabled) return;
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Matrix shadowTransform = cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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graphics.SetRenderTarget(lightMap);
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Rectangle viewRect = cam.WorldView;
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@@ -337,20 +334,12 @@ namespace Barotrauma.Lights
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return hullAmbientLight;
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}
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private void ClearAlphaToOne(GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.WriteToAlpha);
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spriteBatch.Draw(alphaClearTexture, new Rectangle(0, 0,graphics.Viewport.Width, graphics.Viewport.Height), Color.White);
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spriteBatch.End();
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}
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public void DrawLightMap(SpriteBatch spriteBatch, Effect effect)
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{
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if (!LightingEnabled) return;
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.Multiplicative, null, null, null, effect);
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//effect.CurrentTechnique.Passes[0].Apply();
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spriteBatch.Draw(lightMap, Vector2.Zero, Color.White);
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spriteBatch.End();
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}
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@@ -49,7 +49,7 @@ namespace Barotrauma
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if (type.HasHireableCharacters)
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{
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hireManager = new HireManager();
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hireManager.GenerateCharacters(this, 10);
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hireManager.GenerateCharacters(this, HireManager.MaxAvailableCharacters);
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}
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Connections = new List<LocationConnection>();
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@@ -62,9 +62,9 @@ namespace Barotrauma
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private string RandomName(LocationType type)
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{
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string name = ToolBox.GetRandomLine("Content/Map/locationNames.txt");
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string randomName = ToolBox.GetRandomLine("Content/Map/locationNames.txt");
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int nameFormatIndex = Rand.Int(type.NameFormats.Count, false);
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return type.NameFormats[nameFormatIndex].Replace("[name]", name);
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return type.NameFormats[nameFormatIndex].Replace("[name]", randomName);
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}
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}
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}
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@@ -362,9 +362,7 @@ namespace Barotrauma
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linkedTo.Clear();
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}
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}
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static Dictionary<string, float> timeElapsed = new Dictionary<string, float>();
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/// <summary>
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/// Call Update() on every object in Entity.list
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/// </summary>
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@@ -872,7 +872,7 @@ namespace Barotrauma
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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for (int i = 0; i < sections.Count(); i++)
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for (int i = 0; i < sections.Length; i++)
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{
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float damage = msg.ReadRangedSingle(0.0f, 1.0f, 8) * Health;
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@@ -1,5 +1,4 @@
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using Barotrauma.Items.Components;
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using Lidgren.Network;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Text;
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@@ -28,11 +28,9 @@ namespace Barotrauma.Networking
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public Character Character;
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public CharacterInfo characterInfo;
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public NetConnection Connection { get; set; }
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public string version;
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public bool inGame;
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public UInt16 lastRecvGeneralUpdate = 0;
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public bool hasLobbyData = false;
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public UInt16 lastSentChatMsgID = 0; //last msg this client said
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public UInt16 lastRecvChatMsgID = 0; //last msg this client knows about
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@@ -1094,8 +1094,7 @@ namespace Barotrauma.Networking
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for (int i = 0; i < fileReceiver.ActiveTransfers.Count; i++)
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{
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var transfer = fileReceiver.ActiveTransfers[i];
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GameMain.NetLobbyScreen.SubList.children.Find(c => c is GUITextBlock && ((GUITextBlock)c).Text == transfer.FileName);
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GUI.DrawString(spriteBatch,
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pos,
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ToolBox.LimitString("Downloading " + transfer.FileName, GUI.SmallFont, 200),
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@@ -1221,9 +1220,6 @@ namespace Barotrauma.Networking
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if (votedClient == null) return false;
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votedClient.AddKickVote(new Client(name, ID));
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if (votedClient == null) return false;
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Vote(VoteType.Kick, votedClient);
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button.Enabled = false;
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@@ -9,12 +9,12 @@ using System.Xml.Linq;
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namespace Barotrauma.Networking
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{
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enum SelectionMode : int
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enum SelectionMode
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{
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Manual = 0, Random = 1, Vote = 2
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}
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||||
enum YesNoMaybe : int
|
||||
enum YesNoMaybe
|
||||
{
|
||||
No = 0, Maybe = 1, Yes = 2
|
||||
}
|
||||
|
||||
@@ -156,7 +156,7 @@ namespace Barotrauma.Networking
|
||||
//kick everyone that hasn't received it yet, this is way too old
|
||||
List<Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.lastRecvEntityEventID));
|
||||
|
||||
if (toKick != null) toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
|
||||
toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
|
||||
}
|
||||
|
||||
if (events.Count > 0)
|
||||
@@ -164,12 +164,12 @@ namespace Barotrauma.Networking
|
||||
//the client is waiting for an event that we don't have anymore
|
||||
//(the ID they're expecting is smaller than the ID of the first event in our list)
|
||||
List<Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent(events[0].ID, (UInt16)(c.lastRecvEntityEventID+1)));
|
||||
if (toKick != null) toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
|
||||
toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
|
||||
}
|
||||
}
|
||||
|
||||
var timedOutClients = clients.FindAll(c => c.inGame && c.NeedsMidRoundSync && Timing.TotalTime > c.MidRoundSyncTimeOut);
|
||||
if (timedOutClients != null) timedOutClients.ForEach(c => GameMain.Server.DisconnectClient(c, "", "You have been disconnected because syncing your client with the server took too long."));
|
||||
timedOutClients.ForEach(c => GameMain.Server.DisconnectClient(c, "", "You have been disconnected because syncing your client with the server took too long."));
|
||||
|
||||
bufferedEvents.RemoveAll(b => b.IsProcessed);
|
||||
}
|
||||
|
||||
@@ -392,12 +392,8 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
var server = networkMember as GameServer;
|
||||
if (server == null) return;
|
||||
|
||||
List<Item> spawnedItems = new List<Item>();
|
||||
List<Character> spawnedCharacters = new List<Character>();
|
||||
|
||||
|
||||
var clients = GetClientsToRespawn();
|
||||
|
||||
foreach (Client c in clients)
|
||||
{
|
||||
if (c.characterInfo == null) c.characterInfo = new CharacterInfo(Character.HumanConfigFile, c.name);
|
||||
|
||||
@@ -78,8 +78,7 @@ namespace Barotrauma
|
||||
|
||||
private Vector2 drawPosition;
|
||||
private float drawRotation;
|
||||
|
||||
private float lastNetworkUpdateTime;
|
||||
|
||||
public Vector2 LastSentPosition
|
||||
{
|
||||
get;
|
||||
|
||||
@@ -95,7 +95,6 @@ namespace Barotrauma
|
||||
/// Allows the game to run logic such as updating the world,
|
||||
/// checking for collisions, gathering input, and playing audio.
|
||||
/// </summary>
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
||||
public override void Update(double deltaTime)
|
||||
{
|
||||
cam.MoveCamera((float)deltaTime);
|
||||
@@ -113,7 +112,6 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// This is called when the game should draw itself.
|
||||
/// </summary>
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
||||
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
{
|
||||
//cam.UpdateTransform();
|
||||
|
||||
@@ -960,7 +960,6 @@ namespace Barotrauma
|
||||
/// Allows the game to run logic such as updating the world,
|
||||
/// checking for collisions, gathering input, and playing audio.
|
||||
/// </summary>
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
||||
public override void Update(double deltaTime)
|
||||
{
|
||||
if (tutorial != null) tutorial.Update((float)deltaTime);
|
||||
@@ -1085,7 +1084,6 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// This is called when the game should draw itself.
|
||||
/// </summary>
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
||||
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
{
|
||||
cam.UpdateTransform();
|
||||
|
||||
@@ -110,7 +110,6 @@ namespace Barotrauma
|
||||
/// Allows the game to run logic such as updating the world,
|
||||
/// checking for collisions, gathering input, and playing audio.
|
||||
/// </summary>
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
||||
public override void Update(double deltaTime)
|
||||
{
|
||||
|
||||
|
||||
@@ -1120,10 +1120,9 @@ namespace Barotrauma
|
||||
//}
|
||||
|
||||
GameModePreset modePreset = obj as GameModePreset;
|
||||
missionTypeBlock.Visible = modePreset.Name == "Mission";
|
||||
|
||||
if (modePreset == null) return false;
|
||||
|
||||
missionTypeBlock.Visible = modePreset.Name == "Mission";
|
||||
lastUpdateID++;
|
||||
|
||||
return true;
|
||||
|
||||
@@ -48,7 +48,7 @@ namespace Barotrauma.Sounds
|
||||
catch (DllNotFoundException e)
|
||||
{
|
||||
Program.CrashMessageBox("OpenAL32.dll not found");
|
||||
throw e;
|
||||
throw;
|
||||
}
|
||||
|
||||
for (int i = 0 ; i < DefaultSourceCount; i++)
|
||||
|
||||
@@ -22,9 +22,7 @@ namespace Barotrauma
|
||||
fileName = Path.Combine(SaveFolder, fileName);
|
||||
|
||||
string tempPath = Path.Combine(SaveFolder, "temp");
|
||||
|
||||
DirectoryInfo dir = new DirectoryInfo(tempPath);
|
||||
|
||||
|
||||
Directory.CreateDirectory(tempPath);
|
||||
try
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user