Renames "OnSecondaryUse" to "OnAim" for more sense

adds new "OnHudUse" to separate normal and self use
This commit is contained in:
Alex Noir
2017-12-10 13:39:00 +03:00
parent db7d5539e0
commit 00653c5aa4
12 changed files with 62 additions and 17 deletions
@@ -255,7 +255,7 @@ namespace Barotrauma.Items.Components
dockingTarget.dockingDir = -dockingDir;
#if CLIENT
PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
PlaySound(ActionType.OnAim, item.WorldPosition);
#endif
ConnectWireBetweenPorts();
@@ -36,7 +36,7 @@ namespace Barotrauma.Items.Components
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
public override void Aim(float deltaTime, Character character = null)
{
if (throwing) return;
}
@@ -290,8 +290,15 @@ namespace Barotrauma.Items.Components
return false;
}
//called when the item is used via the HUD button
//returns true if the item was used succesfully (not out of ammo, reloading, etc)
public virtual bool HudUse(float deltaTime, Character character = null)
{
return false;
}
//called when the item is equipped and right mouse button is pressed
public virtual void SecondaryUse(float deltaTime, Character character = null) { }
public virtual void Aim(float deltaTime, Character character = null) { }
//called when the item is placed in a "limbslot"
public virtual void Equip(Character character) { }
@@ -160,7 +160,7 @@ namespace Barotrauma.Items.Components
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
public override void Aim(float deltaTime, Character character = null)
{
if (this.character == null || this.character != character || this.character.SelectedConstruction != item || !character.CanInteractWith(item))
{
@@ -118,7 +118,7 @@ namespace Barotrauma.Items.Components
}
public override void SecondaryUse(float deltaTime, Character character = null)
public override void Aim(float deltaTime, Character character = null)
{
if (reload > 0.0f) return;
@@ -242,7 +242,7 @@ namespace Barotrauma.Items.Components
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
public override void Aim(float deltaTime, Character character = null)
{
if (nodes.Count > 1)
{