(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:
@@ -235,6 +235,30 @@ namespace Barotrauma
|
||||
set { /*do nothing*/ }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Should the item's Use method be called with the "Use" or with the "Shoot" key?
|
||||
/// </summary>
|
||||
[Serialize(false, false)]
|
||||
public bool IsShootable { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// If true, the user has to hold the "aim" key before use is registered. False by default.
|
||||
/// </summary>
|
||||
[Serialize(false, false)]
|
||||
public bool RequireAimToUse
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If true, the user has to hold the "aim" key before secondary use is registered. True by default.
|
||||
/// </summary>
|
||||
[Serialize(true, false)]
|
||||
public bool RequireAimToSecondaryUse
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public Color Color
|
||||
{
|
||||
get { return spriteColor; }
|
||||
@@ -1371,20 +1395,40 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
if (forceSelectKey)
|
||||
if (picker.IsKeyDown(InputType.Aim))
|
||||
{
|
||||
if (ic.PickKey == InputType.Select) pickHit = true;
|
||||
if (ic.SelectKey == InputType.Select) selectHit = true;
|
||||
}
|
||||
else if (forceActionKey)
|
||||
{
|
||||
if (ic.PickKey == InputType.Use) pickHit = true;
|
||||
if (ic.SelectKey == InputType.Use) selectHit = true;
|
||||
pickHit = false;
|
||||
selectHit = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
pickHit = picker.IsKeyHit(ic.PickKey);
|
||||
selectHit = picker.IsKeyHit(ic.SelectKey);
|
||||
if (forceSelectKey)
|
||||
{
|
||||
if (ic.PickKey == InputType.Select) pickHit = true;
|
||||
if (ic.SelectKey == InputType.Select) selectHit = true;
|
||||
}
|
||||
else if (forceActionKey)
|
||||
{
|
||||
if (ic.PickKey == InputType.Use) pickHit = true;
|
||||
if (ic.SelectKey == InputType.Use) selectHit = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
pickHit = picker.IsKeyHit(ic.PickKey);
|
||||
selectHit = picker.IsKeyHit(ic.SelectKey);
|
||||
|
||||
#if CLIENT
|
||||
//if the cursor is on a UI component, disable interaction with the left mouse button
|
||||
//to prevent accidentally selecting items when clicking UI elements
|
||||
if (picker == Character.Controlled && GUI.MouseOn != null)
|
||||
{
|
||||
if (GameMain.Config.KeyBind(ic.PickKey).MouseButton == 0) pickHit = false;
|
||||
if (GameMain.Config.KeyBind(ic.SelectKey).MouseButton == 0) selectHit = false;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
//if the cursor is on a UI component, disable interaction with the left mouse button
|
||||
@@ -1398,9 +1442,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!pickHit && !selectHit) continue;
|
||||
|
||||
if (!ic.HasRequiredSkills(picker, out Skill tempRequiredSkill)) hasRequiredSkills = false;
|
||||
|
||||
bool showUiMsg = false;
|
||||
@@ -1450,7 +1491,6 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public void Use(float deltaTime, Character character = null, Limb targetLimb = null)
|
||||
{
|
||||
if (RequireAimToUse && !character.IsKeyDown(InputType.Aim))
|
||||
@@ -1601,8 +1641,6 @@ namespace Barotrauma
|
||||
GameMain.NetworkMember != null && (GameMain.NetworkMember.IsServer || Character.Controlled == dropper))
|
||||
{
|
||||
parentInventory.CreateNetworkEvent();
|
||||
//send frequent updates after the item has been dropped
|
||||
PositionUpdateInterval = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user