Fixed explosives being directly usable by characters, causing them to explode when left clicking while holding them due to 9dd9425c. See #385
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@@ -28,7 +28,7 @@ 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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return true; //We do the actual throwing in Aim because Use might be used by chems
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return characterUsable || character == null; //We do the actual throwing in Aim because Use might be used by chems
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}
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public override bool SecondaryUse(float deltaTime, Character character = null)
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@@ -141,6 +141,14 @@ namespace Barotrauma.Items.Components
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get { return removeOnCombined; }
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set { removeOnCombined = value; }
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}
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//Can the "Use" action be triggered by characters or just other items/statuseffects
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[Serialize(true, false)]
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public bool CharacterUsable
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{
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get { return characterUsable; }
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set { characterUsable = value; }
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}
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public InputType PickKey
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{
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@@ -37,14 +37,7 @@ namespace Barotrauma.Items.Components
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get { return launchImpulse; }
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set { launchImpulse = value; }
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}
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[Serialize(false, false)]
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public bool CharacterUsable
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{
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get { return characterUsable; }
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set { characterUsable = value; }
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}
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[Serialize(false, false)]
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//backwards compatibility, can stick to anything
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public bool DoesStick
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@@ -73,13 +73,10 @@ namespace Barotrauma.Items.Components
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projectileAnchor.X = element.GetAttributeFloat("projectileanchorx", 0.0f);
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projectileAnchor.Y = element.GetAttributeFloat("projectileanchory", 0.0f);
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projectileAnchor = ConvertUnits.ToSimUnits(projectileAnchor);
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characterUsable = element.GetAttributeBool("characterusable", false);
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sprite = new Sprite(spritePath, new Vector2(0.5f,0.5f));
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sectionLength = ConvertUnits.ToSimUnits(sprite.size.X);
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Path ropePath = new Path();
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ropePath.Add(item.body.SimPosition);
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ropePath.Add(item.body.SimPosition + new Vector2(length, 0.0f));
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