(c4338b107) Disable aiming when interacting with an item other than ladders.
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@@ -489,7 +489,8 @@ namespace Barotrauma.Items.Components
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{
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scaledHandlePos[0] = handlePos[0] * item.Scale;
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scaledHandlePos[1] = handlePos[1] * item.Scale;
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picker.AnimController.HoldItem(deltaTime, item, scaledHandlePos, holdPos + swing, aimPos + swing, picker.IsKeyDown(InputType.Aim) && aimPos != Vector2.Zero, holdAngle);
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bool aim = picker.IsKeyDown(InputType.Aim) && aimPos != Vector2.Zero && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
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picker.AnimController.HoldItem(deltaTime, item, scaledHandlePos, holdPos + swing, aimPos + swing, aim, holdAngle);
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}
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else
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{
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@@ -148,7 +148,8 @@ namespace Barotrauma.Items.Components
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//TODO: refactor the hitting logic (get rid of the magic numbers, make it possible to use different kinds of animations for different items)
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if (!hitting)
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{
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if (picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0)
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bool aim = picker.IsKeyDown(InputType.Aim) && reloadTimer <= 0 && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
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if (aim)
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{
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4));
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, hitPos, holdAngle + hitPos);
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@@ -79,7 +79,8 @@ namespace Barotrauma.Items.Components
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if (!throwing)
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{
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if (picker.IsKeyDown(InputType.Aim))
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bool aim = picker.IsKeyDown(InputType.Aim) && (picker.SelectedConstruction == null || picker.SelectedConstruction.GetComponent<Ladder>() != null);
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if (aim)
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{
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throwPos = MathUtils.WrapAnglePi(System.Math.Min(throwPos + deltaTime * 5.0f, MathHelper.PiOver2));
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, throwPos);
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