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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@@ -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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