Cleanup (removing unused variables & other redundancies, rethrowing exceptions instead of wrapping them in a new exception instance)

This commit is contained in:
Regalis
2017-05-20 15:35:13 +03:00
parent 89bd2b1a98
commit e3b595b9e0
40 changed files with 54 additions and 138 deletions
@@ -30,9 +30,7 @@ namespace Barotrauma
private float updateTargetsTimer;
private float raycastTimer;
private Vector2 prevPosition;
//a timer for attacks such as biting that last for a specific amount of time
//the duration is determined by the attackDuration of the attacking limb
private float attackTimer;
@@ -48,7 +48,6 @@ namespace Barotrauma
/// makes the character act according to the objective, or according to any subobjectives that
/// need to be completed before this one
/// </summary>
/// <param name="character">the character who's trying to achieve the objective</param>
public void TryComplete(float deltaTime)
{
subObjectives.RemoveAll(s => s.IsCompleted() || !s.CanBeCompleted);
@@ -5,8 +5,6 @@ namespace Barotrauma
{
class AICharacter : Character
{
const float AttackBackPriority = 1.0f;
private AIController aiController;
public override AIController AIController
@@ -857,7 +857,7 @@ namespace Barotrauma
headInWater = false;
inWater = false;
if (inWater = currentHull.Volume > currentHull.FullVolume * 0.95f)
if (currentHull.Volume > currentHull.FullVolume * 0.95f)
{
inWater = true;
}
@@ -1435,8 +1435,6 @@ namespace Barotrauma
public Vector2 GetColliderBottom()
{
float halfHeight = Collider.height * 0.5f + Collider.radius;
float offset = 0.0f;
if (!character.IsUnconscious && !character.IsDead && character.Stun <= 0.0f)
+1 -3
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@@ -37,9 +37,7 @@ namespace Barotrauma
}
}
}
public List<Item> SpawnItems = new List<Item>();
private bool enabled = true;
public bool Enabled
{
@@ -70,7 +70,6 @@ namespace Barotrauma
public InputNetFlags states; //keys pressed/other boolean states at this step
public UInt16 intAim; //aim angle, represented as an unsigned short where 0=0º, 65535=just a bit under 360º
public UInt16 interact; //id of the entity being interacted with
public AnimController.Animation? animation;
public UInt16 networkUpdateID;
}
+2 -4
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@@ -131,9 +131,7 @@ namespace Barotrauma
item.AddTag(s);
}
}
character.SpawnItems.Add(item);
if (parentItem != null) parentItem.Combine(item);
foreach (XElement childItemElement in itemElement.Elements())
@@ -142,7 +140,7 @@ namespace Barotrauma
}
}
public virtual XElement Save(XElement parentElement)
public XElement Save(XElement parentElement)
{
XElement jobElement = new XElement("job");
+1 -7
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@@ -48,13 +48,7 @@ namespace Barotrauma
public readonly LimbType type;
public readonly bool ignoreCollisions;
//private readonly float maxHealth;
//private float damage;
//private float bleeding;
public readonly float impactTolerance;
private float damage, burnt;
private readonly Vector2 armorSector;