(bbd192053) Rebind Select and Use keys. Refactor GameSettings to support legacy bindings, when they are set. That is, if the new "deselect" and "shoot" keys are not defined, but the player config file is found, use the "select" and the "use" keys instead of the defaults.
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@@ -76,10 +76,6 @@ namespace Barotrauma
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partial void InitProjSpecific()
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{
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Prefab.Sprite?.EnsureLazyLoaded();
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Prefab.SpecularSprite?.EnsureLazyLoaded();
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Prefab.DeformableSprite?.EnsureLazyLoaded();
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CurrentSwingAmount = Prefab.SwingAmountRad;
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CurrentScaleOscillation = Prefab.ScaleOscillation;
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@@ -78,8 +78,9 @@ namespace Barotrauma.Lights
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AmbientLight = new Color(20, 20, 20, 255);
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visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png", preMultiplyAlpha: false);
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highlightRaster = Sprite.LoadTexture("Content/UI/HighlightRaster.png", preMultiplyAlpha: false);
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visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
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highlightRaster = Sprite.LoadTexture("Content/UI/HighlightRaster.png");
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CreateRenderTargets(graphics);
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GameMain.Instance.OnResolutionChanged += () =>
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@@ -291,11 +292,6 @@ namespace Barotrauma.Lights
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spriteBatch.Draw(HighlightMap, Vector2.Zero, Color.White);
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spriteBatch.End();
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}
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GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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//draw a black rectangle on hulls to hide background lights behind subs
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//---------------------------------------------------------------------------------------------------
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//draw characters to obstruct the highlighted items/characters and light sprites
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//---------------------------------------------------------------------------------------------------
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@@ -91,7 +91,7 @@ namespace Barotrauma.Lights
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}
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break;
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case "lighttexture":
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OverrideLightTexture = new Sprite(subElement, preMultiplyAlpha: false);
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OverrideLightTexture = new Sprite(subElement);
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break;
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}
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}
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@@ -211,7 +211,7 @@ namespace Barotrauma.Lights
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{
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if (lightTexture == null)
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{
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lightTexture = TextureLoader.FromFile("Content/Lights/pointlight_bright.png", preMultiplyAlpha: false);
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lightTexture = TextureLoader.FromFile("Content/Lights/pointlight_bright.png");
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}
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return lightTexture;
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