(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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@@ -22,8 +22,6 @@ namespace Barotrauma.Items.Components
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private float blinkTimer;
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private bool itemLoaded;
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public PhysicsBody ParentBody;
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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@@ -79,7 +77,7 @@ namespace Barotrauma.Items.Components
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IsActive = value;
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#if SERVER
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if (GameMain.Server != null && itemLoaded) { item.CreateServerEvent(this); }
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if (GameMain.Server != null && GameMain.Server.GameStarted) { item.CreateServerEvent(this); }
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#endif
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}
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}
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