(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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@@ -210,8 +210,13 @@ namespace Barotrauma.Items.Components
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{
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition);
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}
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if ((GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer) && user != null && !user.Removed)
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bool isNotClient = true;
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#if CLIENT
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isNotClient = GameMain.Client == null;
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#endif
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if (isNotClient && user != null)
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{
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foreach (Skill skill in fabricatedItem.RequiredSkills)
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{
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