Use new command binding system supporting multiple bindings (#1043)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -6,6 +6,7 @@ using Robust.Client.GameObjects.EntitySystems;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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@@ -24,11 +25,19 @@ namespace Content.Client.GameObjects.EntitySystems
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base.Initialize();
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var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
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inputSys.BindMap.BindFunction(ContentKeyFunctions.OpenCraftingMenu,
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new PointerInputCmdHandler(HandleOpenCraftingMenu));
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inputSys.BindMap.BindFunction(EngineKeyFunctions.Use,
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new PointerInputCmdHandler(HandleUse));
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenCraftingMenu,
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new PointerInputCmdHandler(HandleOpenCraftingMenu))
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.Bind(EngineKeyFunctions.Use,
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new PointerInputCmdHandler(HandleUse))
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.Register<ConstructorSystem>();
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}
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public override void Shutdown()
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{
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CommandBinds.Unregister<ConstructorSystem>();
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base.Shutdown();
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}
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private bool HandleOpenCraftingMenu(in PointerInputCmdHandler.PointerInputCmdArgs args)
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