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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@@ -255,7 +255,7 @@ namespace Barotrauma.Items.Components
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dockingTarget.dockingDir = -dockingDir;
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#if CLIENT
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PlaySound(ActionType.OnAim, item.WorldPosition);
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PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
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#endif
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ConnectWireBetweenPorts();
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@@ -27,18 +27,13 @@ namespace Barotrauma.Items.Components
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null) return false;
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if (!character.IsKeyDown(InputType.Aim) || throwing) return false;
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throwing = true;
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IsActive = true;
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return true;
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return true; //We do the actual throwing in Aim because Use might be used by chems
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}
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public override void Aim(float deltaTime, Character character = null)
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public override bool SecondaryUse(float deltaTime, Character character = null)
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{
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if (throwing) return;
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if (!throwing) return false; //This should only be triggered
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return true;
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}
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public override void Drop(Character dropper)
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@@ -103,7 +98,7 @@ namespace Barotrauma.Items.Components
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Limb rightHand = ac.GetLimb(LimbType.RightHand);
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item.body.AngularVelocity = rightHand.body.AngularVelocity;
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ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, picker); //Stun grenades, flares, etc. all have their throw-related things handled in "onSecondaryUse"
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throwing = false;
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}
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}
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@@ -291,7 +291,10 @@ namespace Barotrauma.Items.Components
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}
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//called when the item is equipped and right mouse button is pressed
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public virtual void Aim(float deltaTime, Character character = null) { }
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public virtual bool SecondaryUse(float deltaTime, Character character = null)
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{
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return false;
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}
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//called when the item is placed in a "limbslot"
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public virtual void Equip(Character character) { }
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@@ -160,7 +160,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void Aim(float deltaTime, Character character = null)
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public override bool SecondaryUse(float deltaTime, Character character = null)
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{
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if (this.character == null || this.character != character || this.character.SelectedConstruction != item || !character.CanInteractWith(item))
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{
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@@ -118,9 +118,9 @@ namespace Barotrauma.Items.Components
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}
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public override void Aim(float deltaTime, Character character = null)
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public override bool SecondaryUse(float deltaTime, Character character = null)
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{
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if (reload > 0.0f) return;
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if (reload > 0.0f) return false;
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bool first = true;
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for (int i = 0; i < ropeBodies.Length - 1; i++)
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@@ -157,7 +157,8 @@ namespace Barotrauma.Items.Components
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//ropeBodies[i + 1].ApplyForce(dist / length * pullForce * 0.1f);
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}
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}
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}
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return true;
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}
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private void NextSection(int i)
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@@ -242,7 +242,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void Aim(float deltaTime, Character character = null)
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public override bool SecondaryUse(float deltaTime, Character character = null)
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{
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if (nodes.Count > 1)
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{
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@@ -251,6 +251,7 @@ namespace Barotrauma.Items.Components
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}
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Drawable = IsActive || sections.Count > 0;
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return true;
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}
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public override bool Pick(Character picker)
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