diff --git a/Facepunch.Steamworks/Structs/ServerInit.cs b/Facepunch.Steamworks/Structs/ServerInit.cs index d620726..5a685a7 100644 --- a/Facepunch.Steamworks/Structs/ServerInit.cs +++ b/Facepunch.Steamworks/Structs/ServerInit.cs @@ -1,7 +1,6 @@ using System; using System.Collections.Generic; using System.Linq; -using System.Net; using System.Runtime.InteropServices; using System.Text; @@ -53,31 +52,6 @@ public SteamServerInit( string modDir, string gameDesc ) IpAddress = null; } - public ServerInit(IPAddress ip, string modDir, string gameDesc) - { - IpAddress = ip.IpToInt32(); - ModDir = modDir; - GameDescription = gameDesc; - } - - /// - /// set the server ip - /// - public ServerInit Ip(string ip) - { - IpAddress = IPAddress.Parse(ip).IpToInt32(); - return this; - } - - /// - /// set the server ip - /// - public ServerInit Ip(IPAddress ip) - { - IpAddress = ip.IpToInt32(); - return this; - } - /// /// If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE into usQueryPort, then it causes the game server API to use /// "GameSocketShare" mode, which means that the game is responsible for sending and receiving UDP packets for the master