The server will implement some classes it probably shouldn't need because certain items or game states depend on them.
135 lines
2.6 KiB
C#
135 lines
2.6 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace Barotrauma
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{
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public static class PlayerInput
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{
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public static Keys selectKey = Keys.E;
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public static Vector2 MousePosition
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{
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get { return Vector2.Zero; }
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}
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public static Vector2 LatestMousePosition
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{
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get { return Vector2.Zero; }
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}
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//public static MouseState GetMouseState
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//{
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// get { return mouseState; }
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//}
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//public static MouseState GetOldMouseState
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//{
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// get { return oldMouseState; }
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//}
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public static bool MouseInsideWindow
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{
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get { return false; }
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}
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public static Vector2 MouseSpeed
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{
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get
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{
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return Vector2.Zero;
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}
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}
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public static KeyboardState GetKeyboardState
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{
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get { return new KeyboardState(); }
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}
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public static KeyboardState GetOldKeyboardState
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{
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get { return new KeyboardState(); }
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}
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public static int ScrollWheelSpeed
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{
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get { return 0; }
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}
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public static bool LeftButtonHeld()
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{
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return false;
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}
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public static bool LeftButtonDown()
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{
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return false;
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}
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public static bool LeftButtonReleased()
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{
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return false;
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}
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public static bool LeftButtonClicked()
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{
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return false;
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}
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public static bool RightButtonHeld()
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{
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return false;
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}
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public static bool RightButtonClicked()
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{
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return false;
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}
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public static bool DoubleClicked()
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{
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return false;
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}
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public static bool KeyHit(InputType inputType)
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{
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return false;
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}
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public static bool KeyDown(InputType inputType)
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{
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return false;
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}
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public static bool KeyUp(InputType inputType)
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{
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return false;
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}
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public static bool KeyHit(Keys button)
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{
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return false;
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}
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public static bool KeyDown(Keys button)
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{
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return false;
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}
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public static bool KeyUp(Keys button)
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{
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return false;
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}
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public static void Update(double deltaTime)
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{
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}
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public static void UpdateVariable()
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{
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}
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}
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}
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