(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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@@ -530,8 +530,7 @@ namespace Barotrauma
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}
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}
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater &&
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(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer || Character.Controlled == Character))
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.WorldPosition.X < attackWorldPos.X ? Direction.Right : Direction.Left;
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}
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