WIP CrashReporter, misc refactoring

This commit is contained in:
Regalis
2015-09-19 15:14:47 +03:00
parent 16bf562837
commit f6966f06c3
86 changed files with 1616 additions and 631 deletions
@@ -101,7 +101,7 @@ namespace Subsurface.Items.Components
Msg = "";
}
if (attachedByDefault || Screen.Selected == Game1.EditMapScreen) Use(1.0f);
if (attachedByDefault || Screen.Selected == GameMain.EditMapScreen) Use(1.0f);
//holdAngle = ToolBox.GetAttributeFloat(element, "holdangle", 0.0f);
@@ -51,7 +51,7 @@ namespace Subsurface.Items.Components
item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
item.body.FarseerBody.OnCollision += OnCollision;
foreach (Limb l in character.AnimController.limbs)
foreach (Limb l in character.AnimController.Limbs)
{
item.body.FarseerBody.IgnoreCollisionWith(l.body.FarseerBody);
@@ -153,7 +153,7 @@ namespace Subsurface.Items.Components
item.body.CollisionCategories = Physics.CollisionMisc;
item.body.CollidesWith = Physics.CollisionWall;
foreach (Limb l in picker.AnimController.limbs)
foreach (Limb l in picker.AnimController.Limbs)
{
item.body.FarseerBody.RestoreCollisionWith(l.body.FarseerBody);
}
@@ -60,7 +60,7 @@ namespace Subsurface.Items.Components
bool failed = DoesUseFail(character);
List<Body> limbBodies = new List<Body>();
foreach (Limb l in character.AnimController.limbs)
foreach (Limb l in character.AnimController.Limbs)
{
limbBodies.Add(l.body.FarseerBody);
}
@@ -116,7 +116,7 @@ namespace Subsurface.Items.Components
(float)Math.Sin(item.body.Rotation)) * range * item.body.Dir;
List<Body> ignoredBodies = new List<Body>();
foreach (Limb limb in character.AnimController.limbs)
foreach (Limb limb in character.AnimController.Limbs)
{
ignoredBodies.Add(limb.body.FarseerBody);
}
@@ -200,7 +200,7 @@ namespace Subsurface.Items.Components
if (!string.IsNullOrWhiteSpace(particles))
{
Game1.ParticleManager.CreateParticle(particles, ConvertUnits.ToDisplayUnits(TransformedBarrelPos),
GameMain.ParticleManager.CreateParticle(particles, ConvertUnits.ToDisplayUnits(TransformedBarrelPos),
-item.body.Rotation + ((item.body.Dir>0.0f) ? 0.0f : MathHelper.Pi), 0.0f);
}