(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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@@ -63,6 +63,7 @@ namespace Barotrauma.Items.Components
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if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
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attack = new Attack(subElement, item.Name + ", MeleeWeapon");
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}
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item.IsShootable = true;
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}
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public override bool Use(float deltaTime, Character character = null)
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