(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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@@ -163,7 +163,7 @@ namespace Barotrauma.Items.Components
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break;
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}
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}
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item.IsShootable = true;
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InitProjSpecific(element);
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}
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@@ -501,7 +501,7 @@ namespace Barotrauma.Items.Components
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if (objective.Option.ToLowerInvariant() == "fireatwill")
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{
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character?.Speak(TextManager.Get("DialogFireTurret").Replace("[itemname]", item.Name), null, 0.0f, "fireturret", 5.0f);
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character.SetInput(InputType.Use, true, true);
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character.SetInput(InputType.Shoot, true, true);
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}
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return false;
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