(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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@@ -377,14 +377,23 @@ namespace Barotrauma.Items.Components
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target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
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return true;
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}
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else if (target.Body.UserData is Limb limb)
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{
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//severed limbs don't deactivate the projectile (but may still slow it down enough to make it inactive)
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if (limb.IsSevered)
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{
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target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
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return true;
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}
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limb.character.LastDamageSource = item;
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if (attack != null) { attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f); }
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if (limb.character != null) { character = limb.character; }
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}
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else if (target.Body.UserData is Structure structure)
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{
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if (attack != null) { attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f); }
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limb.character.LastDamageSource = item;
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attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f);
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if (limb.character != null) character = limb.character;
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}
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else if (target.Body.UserData is Structure structure)
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{
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attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
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}
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}
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if (character != null) character.LastDamageSource = item;
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