(883c460d5) Don't require holding the aim key when using the periscope/controller. Move the RequireAimToUse from Controller component to Item. Change the use and shoot logic accordingly. TODO: fix the camera centering.
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@@ -1276,14 +1276,20 @@ namespace Barotrauma
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if (i == 1 && selectedItems[0] == selectedItems[1]) { continue; }
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var item = selectedItems[i];
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if (item == null) { continue; }
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if (IsKeyDown(InputType.Use) && !item.IsShootable)
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{
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item.Use(deltaTime, this);
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}
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if (IsKeyDown(InputType.Aim))
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{
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item.SecondaryUse(deltaTime, this);
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if (IsKeyDown(InputType.Shoot) && item.IsShootable)
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}
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if (IsKeyDown(InputType.Use) && !item.IsShootable)
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{
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if (!item.RequireAimToUse || IsKeyDown(InputType.Aim))
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{
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item.Use(deltaTime, this);
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}
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}
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if (IsKeyDown(InputType.Shoot) && item.IsShootable)
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{
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if (!item.RequireAimToUse || IsKeyDown(InputType.Aim))
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{
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item.Use(deltaTime, this);
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}
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@@ -1293,14 +1299,20 @@ namespace Barotrauma
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if (SelectedConstruction != null)
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{
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if (IsKeyDown(InputType.Use) && !SelectedConstruction.IsShootable)
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{
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SelectedConstruction.Use(deltaTime, this);
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}
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if (IsKeyDown(InputType.Aim))
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{
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SelectedConstruction.SecondaryUse(deltaTime, this);
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if (IsKeyDown(InputType.Shoot) && SelectedConstruction.IsShootable)
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}
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if (IsKeyDown(InputType.Use) && !SelectedConstruction.IsShootable)
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{
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if (!SelectedConstruction.RequireAimToUse || IsKeyDown(InputType.Aim))
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{
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SelectedConstruction.Use(deltaTime, this);
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}
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}
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if (IsKeyDown(InputType.Shoot) && SelectedConstruction.IsShootable)
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{
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if (!SelectedConstruction.RequireAimToUse || IsKeyDown(InputType.Aim))
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{
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SelectedConstruction.Use(deltaTime, this);
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}
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