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
This commit is contained in:
Alex Noir
2017-12-10 15:00:52 +03:00
parent 1d6d1a066f
commit 231a38f71d
9 changed files with 41 additions and 22 deletions
@@ -128,7 +128,7 @@ namespace Barotrauma
Character.AnimController.TargetDir = Direction.Left;
}
if (Character.SelectedConstruction != null) Character.SelectedConstruction.Aim(deltaTime, Character);
if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
}
else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
@@ -932,13 +932,13 @@ namespace Barotrauma
if (i == 1 && selectedItems[0] == selectedItems[1]) continue;
if (IsKeyDown(InputType.Use)) selectedItems[i].Use(deltaTime, this);
if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].Aim(deltaTime, this);
if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
}
if (selectedConstruction != null)
{
if (IsKeyDown(InputType.Use)) selectedConstruction.Use(deltaTime, this);
if (selectedConstruction != null && IsKeyDown(InputType.Aim)) selectedConstruction.Aim(deltaTime, this);
if (selectedConstruction != null && IsKeyDown(InputType.Aim)) selectedConstruction.SecondaryUse(deltaTime, this);
}
if (SelectedCharacter != null)