(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.

This commit is contained in:
Joonas Rikkonen
2019-04-04 11:08:02 +03:00
parent 79ea41e6c9
commit 7491b06a5d
55 changed files with 594 additions and 584 deletions
@@ -892,6 +892,8 @@ namespace Barotrauma
return !(dequeuedInput.HasFlag(InputNetFlags.Crouch)) && (prevDequeuedInput.HasFlag(InputNetFlags.Crouch));
case InputType.Select:
return dequeuedInput.HasFlag(InputNetFlags.Select); //TODO: clean up the way this input is registered
case InputType.Deselect:
return dequeuedInput.HasFlag(InputNetFlags.Deselect);
case InputType.Health:
return dequeuedInput.HasFlag(InputNetFlags.Health);
case InputType.Grab:
@@ -1270,18 +1272,51 @@ namespace Barotrauma
{
for (int i = 0; i < selectedItems.Length; i++ )
{
if (selectedItems[i] == null) continue;
if (i == 1 && selectedItems[0] == selectedItems[1]) continue;
if (IsKeyDown(InputType.Use)) selectedItems[i].Use(deltaTime, this);
if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
if (selectedItems[i] == null) { continue; }
if (i == 1 && selectedItems[0] == selectedItems[1]) { continue; }
var item = selectedItems[i];
if (item == null) { continue; }
if (IsKeyDown(InputType.Aim) || !item.RequireAimToSecondaryUse)
{
item.SecondaryUse(deltaTime, this);
}
if (IsKeyDown(InputType.Use) && !item.IsShootable)
{
if (!item.RequireAimToUse || IsKeyDown(InputType.Aim))
{
item.Use(deltaTime, this);
}
}
if (IsKeyDown(InputType.Shoot) && item.IsShootable)
{
if (!item.RequireAimToUse || IsKeyDown(InputType.Aim))
{
item.Use(deltaTime, this);
}
}
}
}
if (SelectedConstruction != null)
{
if (IsKeyDown(InputType.Use)) SelectedConstruction.Use(deltaTime, this);
if (SelectedConstruction != null && IsKeyDown(InputType.Aim)) SelectedConstruction.SecondaryUse(deltaTime, this);
if (IsKeyDown(InputType.Aim) || !SelectedConstruction.RequireAimToSecondaryUse)
{
SelectedConstruction.SecondaryUse(deltaTime, this);
}
if (IsKeyDown(InputType.Use) && !SelectedConstruction.IsShootable)
{
if (!SelectedConstruction.RequireAimToUse || IsKeyDown(InputType.Aim))
{
SelectedConstruction.Use(deltaTime, this);
}
}
if (IsKeyDown(InputType.Shoot) && SelectedConstruction.IsShootable)
{
if (!SelectedConstruction.RequireAimToUse || IsKeyDown(InputType.Aim))
{
SelectedConstruction.Use(deltaTime, this);
}
}
}
if (SelectedCharacter != null)
@@ -1759,7 +1794,7 @@ namespace Barotrauma
}
#endif
}
else if (IsKeyHit(InputType.Select) && SelectedConstruction != null)
else if (IsKeyHit(InputType.Deselect) && SelectedConstruction != null)
{
SelectedConstruction = null;
#if CLIENT
@@ -1904,7 +1939,7 @@ namespace Barotrauma
//cannot be protected from pressure when below crush depth
protectedFromPressure = protectedFromPressure && WorldPosition.Y > CharacterHealth.CrushDepth;
//implode if not protected from pressure, and either outside or in a high-pressure hull
if (!protectedFromPressure &&
if (!protectedFromPressure &&
(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
{
if (CharacterHealth.PressureKillDelay <= 0.0f)
@@ -1919,7 +1954,7 @@ namespace Barotrauma
if (PressureTimer >= 100.0f)
{
if (Controlled == this) { cam.Zoom = 5.0f; }
if (Controlled == this) cam.Zoom = 5.0f;
if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
{
Implode();
@@ -2200,7 +2235,7 @@ namespace Barotrauma
if (limbHit == null) return new AttackResult();
limbHit.body?.ApplyLinearImpulse(attack.TargetImpulseWorld + attack.TargetForceWorld * deltaTime, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
limbHit.body?.ApplyLinearImpulse(attack.TargetImpulseWorld + attack.TargetForceWorld * deltaTime);
#if SERVER
if (attacker is Character attackingCharacter && attackingCharacter.AIController == null)
{
@@ -2286,8 +2321,7 @@ namespace Barotrauma
{
Vector2 diff = dir;
if (diff == Vector2.Zero) diff = Rand.Vector(1.0f);
hitLimb.body.ApplyLinearImpulse(Vector2.Normalize(diff) * attackImpulse, hitLimb.SimPosition + ConvertUnits.ToSimUnits(diff),
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
hitLimb.body.ApplyLinearImpulse(Vector2.Normalize(diff) * attackImpulse, hitLimb.SimPosition + ConvertUnits.ToSimUnits(diff));
}
Vector2 simPos = hitLimb.SimPosition + ConvertUnits.ToSimUnits(dir);
AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound);