Fixed railguns and depth charge tubes being directly usable by characters (= they could be launched simply by selecting them and left clicking, without the need to use a railgun controller). Closes #754
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@@ -9,11 +9,12 @@
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<Sprite texture ="railgunetc.png" depth="0.01" sourcerect="64,180,47,76"/>
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<Turret canbeselected = "true" linkable="true" barrelpos="23, 76"
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<Turret canbeselected="false" linkable="true" characterusable="false"
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barrelpos="23, 76"
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rotationlimits="90,90"
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powerconsumption="0.0"/>
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<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
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<ConnectionPanel selectkey="Action" canbeselected="true" msg="Rewire [Screwdriver]">
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<requireditem name="Screwdriver,Wire" type="Equipped"/>
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<input name="trigger_in"/>
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</ConnectionPanel>
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@@ -10,7 +10,8 @@
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<StaticBody width="80" radius="80"/>
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<Turret barrelsprite="railgunbarrel.png" canbeselected = "true" linkable="true" origin="0.5, 0.85" barrelpos="128, 128"
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<Turret barrelsprite="railgunbarrel.png" canbeselected="false" characterusable="false" linkable="true"
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origin="0.5, 0.85" barrelpos="128, 128"
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rotationlimits="180,360"
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powerconsumption="20000.0"
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showchargeindicator="true"
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@@ -71,7 +71,7 @@ namespace Barotrauma.Items.Components
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rotation = (minRotation + maxRotation) / 2;
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}
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}
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public Turret(Item item, XElement element)
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: base(item, element)
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{
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@@ -155,6 +155,12 @@ namespace Barotrauma.Items.Components
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (!characterUsable && character != null) return false;
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return TryLaunch(character);
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}
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private bool TryLaunch(Character character = null)
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{
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if (GameMain.Client != null) return false;
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@@ -164,7 +170,7 @@ namespace Barotrauma.Items.Components
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if (projectiles.Count == 0) return false;
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if (GetAvailablePower() < powerConsumption) return false;
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var batteries = item.GetConnectedComponents<PowerContainer>();
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float availablePower = 0.0f;
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@@ -180,7 +186,7 @@ namespace Barotrauma.Items.Components
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battery.Item.CreateServerEvent(battery);
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}
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}
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Launch(projectiles[0].Item, character);
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if (character != null)
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@@ -413,6 +419,12 @@ namespace Barotrauma.Items.Components
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break;
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case "trigger_in":
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item.Use((float)Timing.Step, sender);
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//triggering the Use method through item.Use will fail if the item is not characterusable and the signal was sent by a character
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//so lets do it manually
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if (!characterUsable && sender != null)
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{
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TryLaunch(sender);
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}
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break;
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}
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}
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