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; 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++)
@@ -157,7 +157,8 @@ 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)