Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method)
This commit is contained in:
@@ -118,10 +118,7 @@ namespace Barotrauma
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}
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if (canOpenDoors && !character.LockHands) CheckDoorsInPath();
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float allowedDistance = character.AnimController.InWater ? 1.0f : 0.6f;
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//if (currentPath.CurrentNode!=null && currentPath.CurrentNode.SimPosition.Y > character.SimPosition.Y+1.0f) allowedDistance*=0.5f;
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Vector2 pos = host.SimPosition;
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if (character != null && currentPath.CurrentNode != null)
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@@ -159,9 +156,7 @@ namespace Barotrauma
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}
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if (currentPath.CurrentNode == null) return Vector2.Zero;
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var hull = character.AnimController.CurrentHull;
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if (character.AnimController.Anim == AnimController.Animation.Climbing)
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{
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Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
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@@ -163,7 +163,6 @@ namespace Barotrauma
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case NetworkEventType.ImportantEntityUpdate:
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Vector2 limbPos = AnimController.MainLimb.SimPosition;
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float rotation = AnimController.MainLimb.Rotation;
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try
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{
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@@ -160,10 +160,7 @@ namespace Barotrauma
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void UpdateSineAnim(float deltaTime)
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{
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movement = TargetMovement*swimSpeed;
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Limb torso = GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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MainLimb.pullJoint.Enabled = true;
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MainLimb.pullJoint.WorldAnchorB = collider.SimPosition;
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@@ -193,7 +190,7 @@ namespace Barotrauma
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}
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for (int i = 0; i < Limbs.Count(); i++)
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for (int i = 0; i < Limbs.Length; i++)
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{
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if (Limbs[i].SteerForce <= 0.0f) continue;
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@@ -23,15 +23,7 @@ namespace Barotrauma
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private float inWaterTimer;
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private bool swimming;
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protected override float HeadPosition
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{
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get
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{
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return Crouching ? base.HeadPosition : base.HeadPosition;
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}
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}
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protected override float TorsoPosition
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{
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get
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@@ -255,7 +247,7 @@ namespace Barotrauma
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if (limb.inWater) limbsInWater++;
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}
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float slowdownFactor = (float)limbsInWater / (float)Limbs.Count();
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float slowdownFactor = (float)limbsInWater / (float)Limbs.Length;
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float maxSpeed = Math.Max(TargetMovement.Length() - slowdownFactor, 1.0f);
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// if (character.SelectedCharacter!=null) maxSpeed = Math.Min(maxSpeed, 1.0f);
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@@ -430,7 +422,7 @@ namespace Barotrauma
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}
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else
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{
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float movementFactor = (movement.X / 4.0f) * movement.X * Math.Sign(movement.X);
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//float movementFactor = (movement.X / 4.0f) * movement.X * Math.Sign(movement.X);
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for (int i = -1; i < 2; i += 2)
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{
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@@ -578,7 +578,7 @@ namespace Barotrauma
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{
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dir = (dir == Direction.Left) ? Direction.Right : Direction.Left;
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for (int i = 0; i < limbJoints.Count(); i++)
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for (int i = 0; i < limbJoints.Length; i++)
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{
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float lowerLimit = -limbJoints[i].UpperLimit;
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float upperLimit = -limbJoints[i].LowerLimit;
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@@ -591,7 +591,7 @@ namespace Barotrauma
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}
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for (int i = 0; i < Limbs.Count(); i++)
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for (int i = 0; i < Limbs.Length; i++)
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{
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if (Limbs[i] == null) continue;
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@@ -834,7 +834,7 @@ namespace Barotrauma
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{
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//create a splash particle
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var p = GameMain.ParticleManager.CreateParticle("watersplash",
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GameMain.ParticleManager.CreateParticle("watersplash",
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new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
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new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)),
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0.0f, limbHull);
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@@ -576,9 +576,9 @@ namespace Barotrauma
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var soundElements = doc.Root.Elements("sound").ToList();
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if (soundElements.Any())
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{
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sounds = new Sound[soundElements.Count()];
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soundStates = new AIController.AiState[soundElements.Count()];
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soundRange = new float[soundElements.Count()];
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sounds = new Sound[soundElements.Count];
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soundStates = new AIController.AiState[soundElements.Count];
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soundRange = new float[soundElements.Count];
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int i = 0;
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foreach (XElement soundElement in soundElements)
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{
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@@ -801,7 +801,7 @@ namespace Barotrauma
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{
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attackPos = Submarine.LastPickedPosition;
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if (body != null && body.UserData is Submarine)
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if (body.UserData is Submarine)
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{
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var sub = ((Submarine)body.UserData);
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@@ -1439,10 +1439,10 @@ namespace Barotrauma
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if (sounds == null || !sounds.Any()) return;
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var matchingSoundStates = soundStates.Where(x => x == state).ToList();
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int selectedSound = Rand.Int(matchingSoundStates.Count());
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int selectedSound = Rand.Int(matchingSoundStates.Count);
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int n = 0;
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for (int i = 0; i < sounds.Count(); i++)
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for (int i = 0; i < sounds.Length; i++)
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{
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if (soundStates[i] != state) continue;
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if (n == selectedSound && sounds[i]!=null)
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@@ -1,8 +1,5 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma
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{
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@@ -92,8 +92,8 @@ namespace Barotrauma
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type = (ActionType)Enum.Parse(typeof(ActionType), split[0], true);
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string[] containingNames = split[1].Split(',');
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onContainingNames = new string[containingNames.Count()];
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for (int i =0; i < containingNames.Count(); i++)
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onContainingNames = new string[containingNames.Length];
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for (int i =0; i < containingNames.Length; i++)
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{
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onContainingNames[i] = containingNames[i].Trim();
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}
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@@ -116,8 +116,8 @@ namespace Barotrauma
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break;
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case "targetnames":
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string[] names = attribute.Value.Split(',');
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targetNames = new string[names.Count()];
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for (int i=0; i < names.Count(); i++ )
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targetNames = new string[names.Length];
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for (int i=0; i < names.Length; i++ )
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{
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targetNames[i] = names[i].Trim();
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}
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@@ -134,7 +134,7 @@ namespace Barotrauma
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}
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}
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int count = propertyAttributes.Count();
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int count = propertyAttributes.Count;
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propertyNames = new string[count];
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propertyEffects = new object[count];
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@@ -227,7 +227,7 @@ namespace Barotrauma
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foreach (IPropertyObject target in targets)
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{
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for (int i = 0; i < propertyNames.Count(); i++)
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for (int i = 0; i < propertyNames.Length; i++)
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{
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ObjectProperty property;
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