(f36b3a111) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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@@ -138,6 +138,9 @@ namespace Barotrauma
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}
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}
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hudProgressBars = new Dictionary<object, HUDProgressBar>();
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}
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partial void UpdateLimbLightSource(Limb limb)
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{
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if (limb.LightSource != null)
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@@ -146,12 +149,14 @@ namespace Barotrauma
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}
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}
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private bool wasFiring;
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/// <summary>
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/// Control the Character according to player input
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/// </summary>
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public void ControlLocalPlayer(float deltaTime, Camera cam, bool moveCam = true)
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{
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if (DisableControls)
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if (DisableControls || GUI.PauseMenuOpen || GUI.SettingsMenuOpen)
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{
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foreach (Key key in keys)
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{
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@@ -161,10 +166,25 @@ namespace Barotrauma
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}
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else
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{
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wasFiring |= keys[(int)InputType.Aim].Held && keys[(int)InputType.Shoot].Held;
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for (int i = 0; i < keys.Length; i++)
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{
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keys[i].SetState();
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}
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//if we were firing (= pressing the aim and shoot keys at the same time)
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//and the fire key is the same as Select or Use, reset the key to prevent accidentally selecting/using items
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if (wasFiring && !keys[(int)InputType.Shoot].Held)
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{
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if (GameMain.Config.KeyBind(InputType.Shoot).Equals(GameMain.Config.KeyBind(InputType.Select)))
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{
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keys[(int)InputType.Select].Reset();
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}
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if (GameMain.Config.KeyBind(InputType.Shoot).Equals(GameMain.Config.KeyBind(InputType.Use)))
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{
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keys[(int)InputType.Use].Reset();
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}
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wasFiring = false;
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}
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float targetOffsetAmount = 0.0f;
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if (moveCam)
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