(2d473d38a) Add RequireAimToUse checks for being logical and for future. Shouldn't have any functional implications in the current version, but we could have RepairTools or Weapons that don't require aiming.
This commit is contained in:
@@ -66,6 +66,33 @@ namespace Barotrauma
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CanBeFocused = false
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};
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Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale));
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crewArea = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.CrewArea, guiFrame.RectTransform), "", Color.Transparent)
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{
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CanBeFocused = false
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};
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toggleCrewButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform)
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{ AbsoluteOffset = HUDLayoutSettings.CrewArea.Location },
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"", style: "UIToggleButton");
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toggleCrewButton.OnClicked += (GUIButton btn, object userdata) =>
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{
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toggleCrewAreaOpen = !toggleCrewAreaOpen;
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foreach (GUIComponent child in btn.Children)
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{
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child.SpriteEffects = toggleCrewAreaOpen ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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}
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return true;
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};
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characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null)
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{
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//Spacing = (int)(3 * GUI.Scale),
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ScrollBarEnabled = false,
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ScrollBarVisible = false,
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CanBeFocused = false
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};
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var characterInfo = new CharacterInfo(subElement);
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characterInfos.Add(characterInfo);
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foreach (XElement invElement in subElement.Elements())
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@@ -81,6 +108,16 @@ namespace Barotrauma
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prevUIScale = GUI.Scale;
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}
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#endregion
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#region Character list management
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public Rectangle GetCharacterListArea()
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{
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return characterListBox.Rect;
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}
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partial void InitProjectSpecific()
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{
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guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent)
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@@ -175,142 +175,6 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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public void ApplyTo(RectTransform target)
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{
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if (RelativeOffset.HasValue)
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{
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target.RelativeOffset = RelativeOffset.Value;
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}
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else if (AbsoluteOffset.HasValue)
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{
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target.AbsoluteOffset = AbsoluteOffset.Value;
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}
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if (RelativeSize.HasValue)
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{
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target.RelativeSize = RelativeSize.Value;
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}
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else if (AbsoluteSize.HasValue)
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{
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target.NonScaledSize = AbsoluteSize.Value;
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}
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if (Anchor.HasValue)
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{
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target.Anchor = Anchor.Value;
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}
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if (Pivot.HasValue)
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{
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target.Pivot = Pivot.Value;
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}
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else
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{
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target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
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}
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target.RecalculateChildren(true, true);
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}
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}
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public GUIFrame GuiFrame { get; protected set; }
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[Serialize(false, false)]
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public bool AllowUIOverlap
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{
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get;
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set;
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}
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private ItemComponent linkToUIComponent;
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[Serialize("", false)]
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public string LinkUIToComponent
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{
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get;
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set;
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}
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[Serialize(0, false)]
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public int HudPriority
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{
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get;
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private set;
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}
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private bool useAlternativeLayout;
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public bool UseAlternativeLayout
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{
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get { return useAlternativeLayout; }
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set
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{
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if (AlternativeLayout != null)
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{
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if (value == useAlternativeLayout) { return; }
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useAlternativeLayout = value;
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if (useAlternativeLayout)
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{
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AlternativeLayout?.ApplyTo(GuiFrame.RectTransform);
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}
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else
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{
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DefaultLayout?.ApplyTo(GuiFrame.RectTransform);
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}
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}
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}
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public void ApplyTo(RectTransform target)
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{
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if (RelativeOffset.HasValue)
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{
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target.RelativeOffset = RelativeOffset.Value;
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}
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else if (AbsoluteOffset.HasValue)
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{
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target.AbsoluteOffset = AbsoluteOffset.Value;
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}
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if (RelativeSize.HasValue)
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{
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target.RelativeSize = RelativeSize.Value;
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}
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else if (AbsoluteSize.HasValue)
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{
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target.NonScaledSize = AbsoluteSize.Value;
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}
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if (Anchor.HasValue)
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{
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target.Anchor = Anchor.Value;
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}
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if (Pivot.HasValue)
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{
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target.Pivot = Pivot.Value;
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}
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else
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{
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target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
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}
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target.RecalculateChildren(true, true);
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}
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}
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public GUIFrame GuiFrame { get; protected set; }
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[Serialize(false, false)]
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public bool AllowUIOverlap
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{
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get;
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set;
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}
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private ItemComponent linkToUIComponent;
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[Serialize("", false)]
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public string LinkUIToComponent
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{
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get;
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set;
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}
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[Serialize(0, false)]
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public int HudPriority
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{
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get;
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private set;
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}
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private bool shouldMuffleLooping;
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@@ -279,7 +279,7 @@ namespace Barotrauma
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var paddedTab = new GUIFrame(new RectTransform(new Vector2(1.0f, 1.0f), EntityMenu.RectTransform, Anchor.Center), style: null);
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var filterArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.1f), paddedTab.RectTransform) { AbsoluteOffset = new Point(0, 10) }, isHorizontal: true)
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var filterArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.1f), paddedTab.RectTransform), isHorizontal: true)
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{
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Color = secondaryColor,
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Stretch = true,
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@@ -294,7 +294,7 @@ namespace Barotrauma
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OnClicked = (btn, userdata) => { ClearFilter(); entityFilterBox.Flash(Color.White); return true; }
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};
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var entityListHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.85f), paddedTab.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.06f) });
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var entityListHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.85f), paddedTab.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.05f) });
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var tabButtonHolder = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.1f), entityListHolder.RectTransform, Anchor.TopRight, Pivot.BottomRight),
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isHorizontal: true)
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@@ -86,7 +86,10 @@ namespace Barotrauma
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character.AIController.SteeringManager.Reset();
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character.CursorPosition = fs.Position;
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character.SetInput(InputType.Aim, false, true);
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if (extinguisher.Item.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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extinguisher.Use(deltaTime, character);
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if (!targetHull.FireSources.Contains(fs))
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@@ -64,13 +64,14 @@ namespace Barotrauma.Items.Components
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attack = new Attack(subElement, item.Name + ", MeleeWeapon");
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}
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item.IsShootable = true;
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// TODO: should define this in xml if we have melee weapons that don't require aim to use
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item.RequireAimToUse = true;
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || reloadTimer > 0.0f) return false;
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if (!character.IsKeyDown(InputType.Aim) || hitting) return false;
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if (Item.RequireAimToUse && !character.IsKeyDown(InputType.Aim) || hitting) return false;
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//don't allow hitting if the character is already hitting with another weapon
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for (int i = 0; i < 2; i++ )
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@@ -58,6 +58,7 @@ namespace Barotrauma.Items.Components
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: base(item, element)
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{
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item.IsShootable = true;
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// TODO: should define this in xml if we have ranged weapons that don't require aim to use
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item.RequireAimToUse = true;
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}
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@@ -75,7 +76,7 @@ namespace Barotrauma.Items.Components
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || character.Removed) return false;
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if (!character.IsKeyDown(InputType.Aim) || reloadTimer > 0.0f) return false;
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if ((item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) || reloadTimer > 0.0f) return false;
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IsActive = true;
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reloadTimer = reload;
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@@ -80,6 +80,7 @@ namespace Barotrauma.Items.Components
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}
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}
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item.IsShootable = true;
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// TODO: should define this in xml if we have repair tools that don't require aim to use
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item.RequireAimToUse = true;
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InitProjSpecific(element);
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}
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@@ -95,7 +96,7 @@ namespace Barotrauma.Items.Components
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || character.Removed) return false;
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if (!character.IsKeyDown(InputType.Aim)) return false;
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if (item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) return false;
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float degreeOfSuccess = DegreeOfSuccess(character);
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