Fixed items that aren't selected with the default select key being impossible to interact with, unconscious characters CanBeSelected
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@@ -446,7 +446,7 @@ namespace Barotrauma
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{
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{
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get
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get
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{
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{
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return isDead || Stun > 0.0f || LockHands;
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return isDead || Stun > 0.0f || LockHands || IsUnconscious;
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}
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}
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}
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}
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@@ -661,28 +661,22 @@ namespace Barotrauma
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{
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{
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case InputType.Left:
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case InputType.Left:
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return !(dequeuedInput.HasFlag(InputNetFlags.Left)) && (prevDequeuedInput.HasFlag(InputNetFlags.Left));
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return !(dequeuedInput.HasFlag(InputNetFlags.Left)) && (prevDequeuedInput.HasFlag(InputNetFlags.Left));
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//break;
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case InputType.Right:
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case InputType.Right:
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return !(dequeuedInput.HasFlag(InputNetFlags.Right)) && (prevDequeuedInput.HasFlag(InputNetFlags.Right));
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return !(dequeuedInput.HasFlag(InputNetFlags.Right)) && (prevDequeuedInput.HasFlag(InputNetFlags.Right));
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//break;
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case InputType.Up:
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case InputType.Up:
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return !(dequeuedInput.HasFlag(InputNetFlags.Up)) && (prevDequeuedInput.HasFlag(InputNetFlags.Up));
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return !(dequeuedInput.HasFlag(InputNetFlags.Up)) && (prevDequeuedInput.HasFlag(InputNetFlags.Up));
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//break;
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case InputType.Down:
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case InputType.Down:
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return !(dequeuedInput.HasFlag(InputNetFlags.Down)) && (prevDequeuedInput.HasFlag(InputNetFlags.Down));
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return !(dequeuedInput.HasFlag(InputNetFlags.Down)) && (prevDequeuedInput.HasFlag(InputNetFlags.Down));
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//break;
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case InputType.Run:
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case InputType.Run:
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return !(dequeuedInput.HasFlag(InputNetFlags.Run)) && (prevDequeuedInput.HasFlag(InputNetFlags.Run));
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return !(dequeuedInput.HasFlag(InputNetFlags.Run)) && (prevDequeuedInput.HasFlag(InputNetFlags.Run));
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//break;
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case InputType.Crouch:
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case InputType.Crouch:
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return !(dequeuedInput.HasFlag(InputNetFlags.Crouch)) && (prevDequeuedInput.HasFlag(InputNetFlags.Crouch));
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return !(dequeuedInput.HasFlag(InputNetFlags.Crouch)) && (prevDequeuedInput.HasFlag(InputNetFlags.Crouch));
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//break;
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case InputType.Select:
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case InputType.Select:
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return dequeuedInput.HasFlag(InputNetFlags.Select); //TODO: clean up the way this input is registered
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return dequeuedInput.HasFlag(InputNetFlags.Select); //TODO: clean up the way this input is registered
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//break;
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case InputType.Use:
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return !(dequeuedInput.HasFlag(InputNetFlags.Use)) && (prevDequeuedInput.HasFlag(InputNetFlags.Use));
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default:
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default:
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return false;
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return false;
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//break;
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}
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}
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}
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}
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@@ -212,7 +212,7 @@ namespace Barotrauma
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{
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{
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msg.Write(memInput[i].intAim);
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msg.Write(memInput[i].intAim);
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}
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}
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if (memInput[i].states.HasFlag(InputNetFlags.Select))
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if (memInput[i].states.HasFlag(InputNetFlags.Select) || memInput[i].states.HasFlag(InputNetFlags.Use))
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{
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{
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msg.Write(memInput[i].interact);
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msg.Write(memInput[i].interact);
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}
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}
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@@ -254,7 +254,7 @@ namespace Barotrauma
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{
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{
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newAim = msg.ReadUInt16();
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newAim = msg.ReadUInt16();
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}
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}
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if (newInput.HasFlag(InputNetFlags.Select))
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if (newInput.HasFlag(InputNetFlags.Select) || newInput.HasFlag(InputNetFlags.Use))
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{
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{
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newInteract = msg.ReadUInt16();
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newInteract = msg.ReadUInt16();
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}
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}
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