(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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@@ -471,7 +471,7 @@ namespace Barotrauma.Items.Components
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swingState %= 1.0f;
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if (SwingWhenHolding ||
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(SwingWhenAiming && picker.IsKeyDown(InputType.Aim)) ||
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(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Use)))
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(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Shoot)))
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{
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swing = swingAmount * new Vector2(
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PerlinNoise.GetPerlin(swingState * SwingSpeed * 0.1f, swingState * SwingSpeed * 0.1f) - 0.5f,
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