(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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@@ -356,7 +356,7 @@ namespace Barotrauma
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}
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tempBuffer.Write(IsRagdolled);
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tempBuffer.Write(AnimController.Dir > 0.0f);
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tempBuffer.Write(AnimController.TargetDir == Direction.Right);
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}
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if (SelectedCharacter != null || SelectedConstruction != null)
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