Merge pull request #81 from Crystalwarrior/ragdollbutton
Adds ragdoll button. Because why not.
This commit is contained in:
@@ -13,7 +13,7 @@ namespace Barotrauma
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{
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float volume = Math.Min(impact - 3.0f, 1.0f);
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if (body.UserData is Limb)
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if (body.UserData is Limb && character.Stun <= 0f)
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{
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Limb limb = (Limb)body.UserData;
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@@ -23,7 +23,7 @@ namespace Barotrauma
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limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
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}
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}
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else if (body == Collider.FarseerBody)
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else if (body.UserData is Limb || body == Collider.FarseerBody)
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{
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if (!character.IsRemotePlayer || GameMain.Server != null)
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{
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@@ -109,6 +109,10 @@ namespace Barotrauma
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TransformCursorPos();
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}
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bool ragdollInput = msg.ReadBoolean();
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keys[(int)InputType.Ragdoll].Held = ragdollInput;
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keys[(int)InputType.Ragdoll].SetState(false, ragdollInput);
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facingRight = msg.ReadBoolean();
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}
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@@ -123,7 +127,7 @@ namespace Barotrauma
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if (selectedEntity is Character)
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{
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bool doingCpr = msg.ReadBoolean();
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if (doingCpr && selectedCharacter != null)
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if (doingCpr && SelectedCharacter != null)
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{
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animation = AnimController.Animation.CPR;
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}
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@@ -259,14 +259,14 @@ namespace Barotrauma
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{
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if (character == null) return false;
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GUIComponent existingFrame = crewList.Parent.FindChild("selectedcharacter");
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GUIComponent existingFrame = crewList.Parent.FindChild("SelectedCharacter");
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if (existingFrame != null) crewList.Parent.RemoveChild(existingFrame);
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var previewPlayer = new GUIFrame(
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new Rectangle(0, 0, 230, 300),
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new Color(0.0f, 0.0f, 0.0f, 0.8f), Alignment.TopRight, "", crewList.Parent);
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previewPlayer.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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previewPlayer.UserData = "selectedcharacter";
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previewPlayer.UserData = "SelectedCharacter";
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character.Info.CreateInfoFrame(previewPlayer);
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@@ -237,7 +237,7 @@ namespace Barotrauma
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float getUpSpeed = 0.3f;
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float walkCycleSpeed = movement.X * walkAnimSpeed;
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if (stairs != null)
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if (Stairs != null)
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{
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TargetMovement = new Vector2(MathHelper.Clamp(TargetMovement.X, -1.5f, 1.5f), TargetMovement.Y);
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@@ -328,7 +328,7 @@ namespace Barotrauma
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float floorPos = GetFloorY(colliderPos + new Vector2(Math.Sign(movement.X) * 0.5f, 1.0f));
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bool onSlope = floorPos > GetColliderBottom().Y + 0.05f;
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if (stairs != null || onSlope)
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if (Stairs != null || onSlope)
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{
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torso.pullJoint.WorldAnchorB = new Vector2(
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MathHelper.SmoothStep(torso.SimPosition.X, footMid + movement.X * 0.25f, getUpSpeed * 0.8f),
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@@ -382,7 +382,7 @@ namespace Barotrauma
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Vector2 footPos = stepSize * -i;
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if (stepSize.Y < 0.0f) stepSize.Y = -0.15f;
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if (onSlope && stairs == null)
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if (onSlope && Stairs == null)
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{
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footPos.Y *= 2.0f;
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}
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@@ -462,7 +462,7 @@ namespace Barotrauma
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footPos = new Vector2(GetCenterOfMass().X + stepSize.X * i * 0.2f, colliderPos.Y - 0.1f);
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}
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if (stairs == null)
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if (Stairs == null)
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{
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footPos.Y = Math.Max(Math.Min(floorPos, footPos.Y + 0.5f), footPos.Y);
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}
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@@ -987,7 +987,7 @@ namespace Barotrauma
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}
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//if on stairs, make the dragged character "climb up" (= collide with stairs)
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if (stairs != null) target.AnimController.TargetMovement = new Vector2 (target.AnimController.TargetMovement.X, 1.0f);
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//if (Stairs != null) target.AnimController.TargetMovement = new Vector2 (target.AnimController.TargetMovement.X, 1.0f);
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}
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public void Grab(Vector2 rightHandPos, Vector2 leftHandPos)
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@@ -67,7 +67,7 @@ namespace Barotrauma
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protected float colliderHeightFromFloor;
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protected Structure stairs;
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public Structure Stairs;
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protected Direction dir;
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@@ -452,7 +452,7 @@ namespace Barotrauma
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}
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else if (structure.StairDirection != Direction.None)
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{
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stairs = null;
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Stairs = null;
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//don't collider with stairs if
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@@ -475,8 +475,15 @@ namespace Barotrauma
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if (inWater && targetMovement.Y < 0.5f) return false;
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//---------------
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stairs = structure;
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//set stairs to that of the one dragging us
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if (character.SelectedBy != null)
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Stairs = character.SelectedBy.AnimController.Stairs;
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else
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Stairs = structure;
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if (Stairs == null)
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return false;
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}
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CalculateImpact(f1, f2, contact);
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@@ -504,10 +511,7 @@ namespace Barotrauma
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ImpactProjSpecific(impact,f1.Body);
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if (f1.Body.UserData is Limb)
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{
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}
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else if (f1.Body == Collider.FarseerBody)
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if ((f1.Body.UserData is Limb && character.Stun > 0f) || f1.Body == Collider.FarseerBody)
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{
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if (!character.IsRemotePlayer || GameMain.Server != null)
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{
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@@ -898,8 +902,8 @@ namespace Barotrauma
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limb.Update(deltaTime);
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}
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bool onStairs = stairs != null;
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stairs = null;
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bool onStairs = Stairs != null;
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Stairs = null;
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var contacts = Collider.FarseerBody.ContactList;
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while (Collider.FarseerBody.Enabled && contacts != null && contacts.Contact != null)
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@@ -917,7 +921,7 @@ namespace Barotrauma
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Structure structure = contacts.Contact.FixtureA.Body.UserData as Structure;
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if (structure != null && onStairs)
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{
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stairs = structure;
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Stairs = structure;
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}
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break;
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}
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@@ -966,7 +970,7 @@ namespace Barotrauma
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rayEnd.Y -= Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor*1.2f;
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Vector2 colliderBottomDisplay = ConvertUnits.ToDisplayUnits(GetColliderBottom());
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if (!inWater && !character.IsDead && !character.IsUnconscious && levitatingCollider && Collider.LinearVelocity.Y>-ImpactTolerance)
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if (!inWater && !character.IsDead && character.Stun <= 0f && levitatingCollider && Collider.LinearVelocity.Y>-ImpactTolerance)
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{
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float closestFraction = 1.0f;
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Fixture closestFixture = null;
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@@ -978,6 +982,7 @@ namespace Barotrauma
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Structure structure = fixture.Body.UserData as Structure;
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if (inWater && targetMovement.Y < 0.5f) return -1;
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if (colliderBottomDisplay.Y < structure.Rect.Y - structure.Rect.Height + 30 && TargetMovement.Y < 0.5f) return -1;
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if (character.SelectedBy != null) return -1;
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break;
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case Physics.CollisionPlatform:
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Structure platform = fixture.Body.UserData as Structure;
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@@ -1007,7 +1012,7 @@ namespace Barotrauma
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switch (closestFixture.CollisionCategories)
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{
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case Physics.CollisionStairs:
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stairs = closestFixture.Body.UserData as Structure;
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Stairs = closestFixture.Body.UserData as Structure;
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onStairs = true;
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forceImmediate = true;
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break;
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@@ -13,9 +13,9 @@ namespace Barotrauma
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partial class Character : Entity, IDamageable, ISerializableEntity, IClientSerializable, IServerSerializable
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{
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public static List<Character> CharacterList = new List<Character>();
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public static bool DisableControls;
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private bool enabled = true;
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public bool Enabled
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{
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@@ -68,7 +68,7 @@ namespace Barotrauma
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}
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protected Key[] keys;
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private Item selectedConstruction;
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private Item[] selectedItems;
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@@ -94,12 +94,12 @@ namespace Barotrauma
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protected float minHealth, maxHealth;
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protected Item focusedItem;
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private Character focusedCharacter, selectedCharacter;
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private Character focusedCharacter, selectedCharacter, selectedBy;
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private bool isDead;
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private CauseOfDeath lastAttackCauseOfDeath;
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private CauseOfDeath causeOfDeath;
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public readonly bool IsHumanoid;
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//the name of the species (e.q. human)
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@@ -113,16 +113,16 @@ namespace Barotrauma
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{
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get;
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set;
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}
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}
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private CharacterInfo info;
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public CharacterInfo Info
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{
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get
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{
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{
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return info;
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}
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set
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set
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{
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if (info != null && info != value) info.Remove();
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@@ -154,7 +154,7 @@ namespace Barotrauma
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{
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get { return inventory; }
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}
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private Color speechBubbleColor;
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private float speechBubbleTimer;
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@@ -184,8 +184,8 @@ namespace Barotrauma
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public Vector2 CursorPosition
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{
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get { return cursorPosition; }
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set
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{
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set
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{
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if (!MathUtils.IsValid(value)) return;
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cursorPosition = value;
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}
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@@ -204,6 +204,27 @@ namespace Barotrauma
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public Character SelectedCharacter
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{
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get { return selectedCharacter; }
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set
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{
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if (selectedCharacter != null)
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selectedCharacter.selectedBy = null;
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selectedCharacter = value;
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if (selectedCharacter != null)
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selectedCharacter.selectedBy = this;
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}
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}
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public Character SelectedBy
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{
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get { return selectedBy; }
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set
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{
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if (selectedBy != null)
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selectedBy.selectedCharacter = null;
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selectedBy = value;
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if (selectedBy != null)
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selectedBy.selectedCharacter = this;
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}
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}
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private float lowPassMultiplier;
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@@ -246,6 +267,9 @@ namespace Barotrauma
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}
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}
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public bool IsRagdolled;
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public bool IsForceRagdolled;
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public bool IsUnconscious
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{
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get { return (needsAir && oxygen <= 0.0f) || health <= 0.0f; }
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@@ -661,6 +685,8 @@ namespace Barotrauma
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return dequeuedInput.HasFlag(InputNetFlags.Select); //TODO: clean up the way this input is registered
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case InputType.Use:
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return !(dequeuedInput.HasFlag(InputNetFlags.Use)) && (prevDequeuedInput.HasFlag(InputNetFlags.Use));
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case InputType.Ragdoll:
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return !(dequeuedInput.HasFlag(InputType.Ragdoll)) && (prevDequeuedInput.HasFlag(InputType.Ragdoll));
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default:
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return false;
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}
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@@ -695,6 +721,8 @@ namespace Barotrauma
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return dequeuedInput.HasFlag(InputNetFlags.Use);
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case InputType.Attack:
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return dequeuedInput.HasFlag(InputNetFlags.Attack);
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case InputType.Ragdoll:
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return dequeuedInput.HasFlag(InputNetFlags.Ragdoll);
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}
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return false;
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}
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@@ -765,7 +793,7 @@ namespace Barotrauma
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// - dragging someone
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// - crouching
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// - moving backwards
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if (selectedCharacter == null &&
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if (SelectedCharacter == null &&
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(!(AnimController is HumanoidAnimController) || !((HumanoidAnimController)AnimController).Crouching) &&
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Math.Sign(targetMovement.X) != -Math.Sign(AnimController.Dir))
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{
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@@ -912,9 +940,9 @@ namespace Barotrauma
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if (selectedConstruction != null && IsKeyDown(InputType.Aim)) selectedConstruction.SecondaryUse(deltaTime, this);
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}
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if (selectedCharacter != null)
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if (SelectedCharacter != null)
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{
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if (Vector2.DistanceSquared(selectedCharacter.WorldPosition, WorldPosition) > 90000.0f || !selectedCharacter.CanBeSelected)
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if (Vector2.DistanceSquared(SelectedCharacter.WorldPosition, WorldPosition) > 90000.0f || !SelectedCharacter.CanBeSelected)
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{
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DeselectCharacter();
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}
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@@ -986,7 +1014,7 @@ namespace Barotrauma
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var owner = (Character)inventory.Owner;
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//can only be accessed if the character is incapacitated and has been selected
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return selectedCharacter == owner && (!owner.CanInteract);
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return SelectedCharacter == owner && (!owner.CanInteract);
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}
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if (inventory.Owner is Item)
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@@ -1215,22 +1243,22 @@ namespace Barotrauma
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{
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if (character == null) return;
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selectedCharacter = character;
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SelectedCharacter = character;
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}
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public void DeselectCharacter()
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{
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if (selectedCharacter == null) return;
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if (SelectedCharacter == null) return;
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if (SelectedCharacter.AnimController != null)
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{
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foreach (Limb limb in selectedCharacter.AnimController.Limbs)
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foreach (Limb limb in SelectedCharacter.AnimController.Limbs)
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{
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if (limb.pullJoint != null) limb.pullJoint.Enabled = false;
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}
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}
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selectedCharacter = null;
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SelectedCharacter = null;
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}
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public void DoInteractionUpdate(float deltaTime, Vector2 mouseSimPos)
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@@ -1243,7 +1271,7 @@ namespace Barotrauma
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if (!CanInteract)
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{
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if (selectedCharacter != null)
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if (SelectedCharacter != null)
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{
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DeselectCharacter();
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}
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@@ -1276,7 +1304,7 @@ namespace Barotrauma
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findFocusedTimer -= deltaTime;
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}
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if (selectedCharacter != null && IsKeyHit(InputType.Select))
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if (SelectedCharacter != null && IsKeyHit(InputType.Select))
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{
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DeselectCharacter();
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}
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@@ -1435,7 +1463,22 @@ namespace Barotrauma
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UpdateUnconscious(deltaTime);
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return;
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}
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if (IsForceRagdolled)
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IsRagdolled = IsForceRagdolled;
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else if (!IsRagdolled || AnimController.Collider.LinearVelocity.Length() < 1f) //Keep us ragdolled if we were forced or we're too speedy to unragdoll
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IsRagdolled = IsKeyDown(InputType.Ragdoll); //Handle this here instead of Control because we can stop being ragdolled ourselves
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if (IsRagdolled)
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{
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((HumanoidAnimController)AnimController).Crouching = false;
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Stun = Math.Max(0.1f, Stun);
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AnimController.ResetPullJoints();
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selectedConstruction = null;
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return;
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}
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Control(deltaTime, cam);
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if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
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{
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@@ -1448,9 +1491,9 @@ namespace Barotrauma
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selectedConstruction = null;
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}
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if (selectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
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if (SelectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
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{
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if (GameMain.Client == null) selectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
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if (GameMain.Client == null) SelectedCharacter.Oxygen += (GetSkillLevel("Medical") / 10.0f) * deltaTime;
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}
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UpdateSightRange();
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@@ -1839,7 +1882,7 @@ namespace Barotrauma
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foreach (Character c in CharacterList)
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{
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if (c.focusedCharacter == this) c.focusedCharacter = null;
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if (c.selectedCharacter == this) c.selectedCharacter = null;
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if (c.SelectedCharacter == this) c.SelectedCharacter = null;
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}
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}
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partial void DisposeProjSpecific();
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@@ -52,8 +52,9 @@ namespace Barotrauma
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Use = 0x100,
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Aim = 0x200,
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Attack = 0x400,
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Ragdoll = 0x800,
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MaxVal = 0x7FF
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MaxVal = 0xFFF
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}
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private InputNetFlags dequeuedInput = 0;
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private InputNetFlags prevDequeuedInput = 0;
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@@ -192,7 +193,7 @@ namespace Barotrauma
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SimPosition,
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LastNetworkUpdateID,
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AnimController.TargetDir,
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selectedCharacter == null ? (Entity)selectedConstruction : (Entity)selectedCharacter,
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SelectedCharacter == null ? (Entity)selectedConstruction : (Entity)SelectedCharacter,
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AnimController.Anim);
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memLocalState.Add(posInfo);
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@@ -208,6 +209,7 @@ namespace Barotrauma
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if (IsKeyDown(InputType.Use)) newInput |= InputNetFlags.Use;
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if (IsKeyDown(InputType.Aim)) newInput |= InputNetFlags.Aim;
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if (IsKeyDown(InputType.Attack)) newInput |= InputNetFlags.Attack;
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if (IsKeyDown(InputType.Ragdoll)) newInput |= InputNetFlags.Ragdoll;
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if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
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@@ -438,15 +440,16 @@ namespace Barotrauma
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Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position);
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tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));
|
||||
}
|
||||
tempBuffer.Write(IsRagdolled);
|
||||
|
||||
tempBuffer.Write(AnimController.TargetDir == Direction.Right);
|
||||
}
|
||||
|
||||
if (selectedCharacter != null || selectedConstruction != null)
|
||||
if (SelectedCharacter != null || selectedConstruction != null)
|
||||
{
|
||||
tempBuffer.Write(true);
|
||||
tempBuffer.Write(selectedCharacter != null ? selectedCharacter.ID : selectedConstruction.ID);
|
||||
if (selectedCharacter != null)
|
||||
tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : selectedConstruction.ID);
|
||||
if (SelectedCharacter != null)
|
||||
{
|
||||
tempBuffer.Write(AnimController.Anim == AnimController.Animation.CPR);
|
||||
}
|
||||
|
||||
@@ -658,6 +658,24 @@ namespace Barotrauma
|
||||
if (Character.Controlled != null) Character.Controlled.AnimController.Frozen = !Character.Controlled.AnimController.Frozen;
|
||||
}));
|
||||
|
||||
commands.Add(new Command("ragdoll", "ragdoll [character name]: Force-ragdoll the specified character. If the name parameter is omitted, the controlled character will be ragdolled.", (string[] args) =>
|
||||
{
|
||||
Character ragdolledCharacter = null;
|
||||
if (args.Length == 0)
|
||||
{
|
||||
ragdolledCharacter = Character.Controlled;
|
||||
}
|
||||
else
|
||||
{
|
||||
ragdolledCharacter = FindMatchingCharacter(args);
|
||||
}
|
||||
|
||||
if (ragdolledCharacter != null)
|
||||
{
|
||||
ragdolledCharacter.IsForceRagdolled = !ragdolledCharacter.IsForceRagdolled;
|
||||
}
|
||||
}));
|
||||
|
||||
commands.Add(new Command("freecamera|freecam", "freecam: Detach the camera from the controlled character.", (string[] args) =>
|
||||
{
|
||||
Character.Controlled = null;
|
||||
|
||||
@@ -11,7 +11,8 @@ namespace Barotrauma
|
||||
Up, Down, Left, Right,
|
||||
Attack,
|
||||
Run, Crouch,
|
||||
Chat, RadioChat, CrewOrders
|
||||
Chat, RadioChat, CrewOrders,
|
||||
Ragdoll
|
||||
}
|
||||
|
||||
public class KeyOrMouse
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
<config masterserverurl="http://www.undertowgames.com/baromaster" autocheckupdates="true" musicvolume="0.5" soundvolume="0.5" verboselogging="false">
|
||||
<graphicsmode fullscreen="true" vsync="true" />
|
||||
<contentpackage path="Data/ContentPackages/Vanilla 0.7.xml" />
|
||||
<keymapping Select="E" Use="0" Aim="1" Up="W" Down="S" Left="A" Right="D" Attack="R" Run="LeftShift" Crouch="LeftControl" Chat="Tab" CrewOrders="C" />
|
||||
<keymapping Select="E" Use="0" Aim="1" Up="W" Down="S" Left="A" Right="D" Attack="R" Run="LeftShift" Crouch="LeftControl" Chat="Tab" RadioChat="OemTilde" CrewOrders="C" Ragdoll="Space" /> />
|
||||
<gameplay>
|
||||
<jobpreferences>
|
||||
<job name="Engineer" />
|
||||
|
||||
Reference in New Issue
Block a user