Renames "OnSecondaryUse" to "OnAim" for more sense
adds new "OnHudUse" to separate normal and self use
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@@ -128,7 +128,7 @@ namespace Barotrauma
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Character.AnimController.TargetDir = Direction.Left;
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}
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if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
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if (Character.SelectedConstruction != null) Character.SelectedConstruction.Aim(deltaTime, Character);
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}
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else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
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@@ -932,13 +932,13 @@ namespace Barotrauma
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if (i == 1 && selectedItems[0] == selectedItems[1]) continue;
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if (IsKeyDown(InputType.Use)) selectedItems[i].Use(deltaTime, this);
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if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
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if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].Aim(deltaTime, this);
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}
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if (selectedConstruction != null)
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{
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if (IsKeyDown(InputType.Use)) selectedConstruction.Use(deltaTime, this);
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if (selectedConstruction != null && IsKeyDown(InputType.Aim)) selectedConstruction.SecondaryUse(deltaTime, this);
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if (selectedConstruction != null && IsKeyDown(InputType.Aim)) selectedConstruction.Aim(deltaTime, this);
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}
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if (SelectedCharacter != null)
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@@ -41,6 +41,7 @@ namespace Barotrauma
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private readonly float duration;
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private readonly bool useItem;
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private readonly bool hudUseItem;
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public readonly ActionType type;
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@@ -166,9 +167,11 @@ namespace Barotrauma
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FireSize = subElement.GetAttributeFloat("size",10.0f);
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break;
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case "use":
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case "useitem":
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useItem = true;
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break;
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case "huduse":
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hudUseItem = true;
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break;
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case "requireditem":
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case "requireditems":
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RelatedItem newRequiredItem = RelatedItem.Load(subElement);
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@@ -258,6 +261,13 @@ namespace Barotrauma
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item.Use(deltaTime, targets.FirstOrDefault(t => t is Character) as Character);
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}
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}
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if (hudUseItem)
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{
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foreach (Item item in targets.FindAll(t => t is Item).Cast<Item>())
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{
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item.HudUse(deltaTime, targets.FirstOrDefault(t => t is Character) as Character);
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}
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}
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foreach (ISerializableEntity target in targets)
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{
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