Control settings, more server settings, selecting character face
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@@ -52,7 +52,7 @@ 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 || reloadTimer>0.0f) return false;
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if (!character.GetInputState(InputType.SecondaryHeld) || hitting) return false;
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if (!character.IsKeyDown(InputType.Aim) || hitting) return false;
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user = character;
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@@ -66,7 +66,7 @@ namespace Barotrauma.Items.Components
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foreach (Limb l in character.AnimController.Limbs)
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{
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item.body.FarseerBody.IgnoreCollisionWith(l.body.FarseerBody);
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//item.body.FarseerBody.IgnoreCollisionWith(l.body.FarseerBody);
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if (character.AnimController.InWater) continue;
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if (l.type == LimbType.LeftFoot || l.type == LimbType.LeftThigh || l.type == LimbType.LeftLeg) continue;
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@@ -107,7 +107,7 @@ namespace Barotrauma.Items.Components
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reloadTimer -= deltaTime;
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if (!picker.GetInputState(InputType.SecondaryHeld) && !hitting) hitPos = 0.0f;
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if (!picker.IsKeyDown(InputType.Aim) && !hitting) hitPos = 0.0f;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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@@ -119,7 +119,7 @@ namespace Barotrauma.Items.Components
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if (!hitting)
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{
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if (picker.GetInputState(InputType.SecondaryHeld))
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if (picker.IsKeyDown(InputType.Aim))
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{
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hitPos = (float)System.Math.Min(hitPos+deltaTime*5.0f, MathHelper.Pi*0.7f);
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@@ -167,10 +167,10 @@ namespace Barotrauma.Items.Components
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item.body.CollisionCategories = Physics.CollisionMisc;
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item.body.CollidesWith = Physics.CollisionWall;
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foreach (Limb l in picker.AnimController.Limbs)
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{
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item.body.FarseerBody.RestoreCollisionWith(l.body.FarseerBody);
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}
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//foreach (Limb l in picker.AnimController.Limbs)
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//{
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// item.body.FarseerBody.RestoreCollisionWith(l.body.FarseerBody);
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//}
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}
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