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:
@@ -128,7 +128,7 @@ namespace Barotrauma
|
|||||||
Character.AnimController.TargetDir = Direction.Left;
|
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)
|
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 (i == 1 && selectedItems[0] == selectedItems[1]) continue;
|
||||||
|
|
||||||
if (IsKeyDown(InputType.Use)) selectedItems[i].Use(deltaTime, this);
|
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 (selectedConstruction != null)
|
||||||
{
|
{
|
||||||
if (IsKeyDown(InputType.Use)) selectedConstruction.Use(deltaTime, this);
|
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)
|
if (SelectedCharacter != null)
|
||||||
|
|||||||
@@ -255,7 +255,7 @@ namespace Barotrauma.Items.Components
|
|||||||
dockingTarget.dockingDir = -dockingDir;
|
dockingTarget.dockingDir = -dockingDir;
|
||||||
|
|
||||||
#if CLIENT
|
#if CLIENT
|
||||||
PlaySound(ActionType.OnAim, item.WorldPosition);
|
PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
ConnectWireBetweenPorts();
|
ConnectWireBetweenPorts();
|
||||||
|
|||||||
@@ -27,18 +27,13 @@ namespace Barotrauma.Items.Components
|
|||||||
|
|
||||||
public override bool Use(float deltaTime, Character character = null)
|
public override bool Use(float deltaTime, Character character = null)
|
||||||
{
|
{
|
||||||
if (character == null) return false;
|
return true; //We do the actual throwing in Aim because Use might be used by chems
|
||||||
if (!character.IsKeyDown(InputType.Aim) || throwing) return false;
|
|
||||||
|
|
||||||
throwing = true;
|
|
||||||
|
|
||||||
IsActive = true;
|
|
||||||
return true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Aim(float deltaTime, Character character = null)
|
public override bool SecondaryUse(float deltaTime, Character character = null)
|
||||||
{
|
{
|
||||||
if (throwing) return;
|
if (!throwing) return false; //This should only be triggered
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Drop(Character dropper)
|
public override void Drop(Character dropper)
|
||||||
@@ -103,7 +98,7 @@ namespace Barotrauma.Items.Components
|
|||||||
|
|
||||||
Limb rightHand = ac.GetLimb(LimbType.RightHand);
|
Limb rightHand = ac.GetLimb(LimbType.RightHand);
|
||||||
item.body.AngularVelocity = rightHand.body.AngularVelocity;
|
item.body.AngularVelocity = rightHand.body.AngularVelocity;
|
||||||
|
ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, picker); //Stun grenades, flares, etc. all have their throw-related things handled in "onSecondaryUse"
|
||||||
throwing = false;
|
throwing = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -291,7 +291,10 @@ namespace Barotrauma.Items.Components
|
|||||||
}
|
}
|
||||||
|
|
||||||
//called when the item is equipped and right mouse button is pressed
|
//called when the item is equipped and right mouse button is pressed
|
||||||
public virtual void Aim(float deltaTime, Character character = null) { }
|
public virtual bool SecondaryUse(float deltaTime, Character character = null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
//called when the item is placed in a "limbslot"
|
//called when the item is placed in a "limbslot"
|
||||||
public virtual void Equip(Character character) { }
|
public virtual void Equip(Character character) { }
|
||||||
|
|||||||
@@ -160,7 +160,7 @@ namespace Barotrauma.Items.Components
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Aim(float deltaTime, Character character = null)
|
public override bool SecondaryUse(float deltaTime, Character character = null)
|
||||||
{
|
{
|
||||||
if (this.character == null || this.character != character || this.character.SelectedConstruction != item || !character.CanInteractWith(item))
|
if (this.character == null || this.character != character || this.character.SelectedConstruction != item || !character.CanInteractWith(item))
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -118,9 +118,9 @@ namespace Barotrauma.Items.Components
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Aim(float deltaTime, Character character = null)
|
public override bool SecondaryUse(float deltaTime, Character character = null)
|
||||||
{
|
{
|
||||||
if (reload > 0.0f) return;
|
if (reload > 0.0f) return false;
|
||||||
|
|
||||||
bool first = true;
|
bool first = true;
|
||||||
for (int i = 0; i < ropeBodies.Length - 1; i++)
|
for (int i = 0; i < ropeBodies.Length - 1; i++)
|
||||||
@@ -158,6 +158,7 @@ namespace Barotrauma.Items.Components
|
|||||||
//ropeBodies[i + 1].ApplyForce(dist / length * pullForce * 0.1f);
|
//ropeBodies[i + 1].ApplyForce(dist / length * pullForce * 0.1f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void NextSection(int i)
|
private void NextSection(int i)
|
||||||
|
|||||||
@@ -242,7 +242,7 @@ namespace Barotrauma.Items.Components
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Aim(float deltaTime, Character character = null)
|
public override bool SecondaryUse(float deltaTime, Character character = null)
|
||||||
{
|
{
|
||||||
if (nodes.Count > 1)
|
if (nodes.Count > 1)
|
||||||
{
|
{
|
||||||
@@ -251,6 +251,7 @@ namespace Barotrauma.Items.Components
|
|||||||
}
|
}
|
||||||
|
|
||||||
Drawable = IsActive || sections.Count > 0;
|
Drawable = IsActive || sections.Count > 0;
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool Pick(Character picker)
|
public override bool Pick(Character picker)
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
public enum ActionType
|
public enum ActionType
|
||||||
{
|
{
|
||||||
Always, OnPicked, OnUse, OnAim,
|
Always, OnPicked, OnUse, OnSecondaryUse,
|
||||||
OnWearing, OnContaining, OnContained,
|
OnWearing, OnContaining, OnContained,
|
||||||
OnActive, OnFailure, OnBroken,
|
OnActive, OnFailure, OnBroken,
|
||||||
OnFire, InWater,
|
OnFire, InWater,
|
||||||
@@ -800,6 +800,7 @@ namespace Barotrauma
|
|||||||
if (!ic.WasUsed)
|
if (!ic.WasUsed)
|
||||||
{
|
{
|
||||||
ic.StopSounds(ActionType.OnUse);
|
ic.StopSounds(ActionType.OnUse);
|
||||||
|
ic.StopSounds(ActionType.OnSecondaryUse);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
ic.WasUsed = false;
|
ic.WasUsed = false;
|
||||||
@@ -1165,12 +1166,30 @@ namespace Barotrauma
|
|||||||
if (remove) Remove();
|
if (remove) Remove();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SecondaryUse(float deltaTime, Character character = null)
|
||||||
{
|
{
|
||||||
|
if (condition == 0.0f) return;
|
||||||
|
|
||||||
|
bool remove = false;
|
||||||
|
|
||||||
foreach (ItemComponent ic in components)
|
foreach (ItemComponent ic in components)
|
||||||
{
|
{
|
||||||
if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
|
if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
|
||||||
ic.Aim(deltaTime, character);
|
if (ic.Use(deltaTime, character))
|
||||||
|
{
|
||||||
|
ic.WasUsed = true;
|
||||||
|
|
||||||
|
#if CLIENT
|
||||||
|
ic.PlaySound(ActionType.OnSecondaryUse, WorldPosition);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
ic.ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, character);
|
||||||
|
|
||||||
|
if (ic.DeleteOnUse) remove = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (remove) Remove();
|
||||||
}
|
}
|
||||||
|
|
||||||
public List<ColoredText> GetHUDTexts(Character character)
|
public List<ColoredText> GetHUDTexts(Character character)
|
||||||
|
|||||||
Reference in New Issue
Block a user