(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
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@@ -172,11 +172,6 @@ namespace Barotrauma
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{
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base.Select();
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foreach (LevelObjectPrefab levelObjPrefab in LevelObjectPrefab.List)
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{
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levelObjPrefab.Sprite?.EnsureLazyLoaded();
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}
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pointerLightSource = new LightSource(Vector2.Zero, 1000.0f, Color.White, submarine: null);
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GameMain.LightManager.AddLight(pointerLightSource);
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topPanel.ClearChildren();
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