roll back name change from "Aim" to "SecondaryUse"
Expand SecondaryUse to have similar properties to normal Use so it can apply SecondaryUse-related status effects Make Throwable great again
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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.Aim(deltaTime, Character);
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if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(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].Aim(deltaTime, this);
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if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].SecondaryUse(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.Aim(deltaTime, this);
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if (selectedConstruction != null && IsKeyDown(InputType.Aim)) selectedConstruction.SecondaryUse(deltaTime, this);
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}
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if (SelectedCharacter != null)
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