Use new command binding system supporting multiple bindings (#1043)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -1,21 +1,18 @@
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using System;
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using System.Linq;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Timing;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.Input;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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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.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.Map;
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@@ -319,16 +316,21 @@ namespace Content.Server.GameObjects.EntitySystems
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public override void Initialize()
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{
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var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
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inputSys.BindMap.BindFunction(EngineKeyFunctions.Use,
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new PointerInputCmdHandler(HandleUseItemInHand));
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inputSys.BindMap.BindFunction(ContentKeyFunctions.WideAttack,
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new PointerInputCmdHandler(HandleWideAttack));
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inputSys.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInWorld,
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new PointerInputCmdHandler(HandleActivateItemInWorld));
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CommandBinds.Builder
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.Bind(EngineKeyFunctions.Use,
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new PointerInputCmdHandler(HandleUseItemInHand))
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.Bind(ContentKeyFunctions.WideAttack,
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new PointerInputCmdHandler(HandleWideAttack))
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.Bind(ContentKeyFunctions.ActivateItemInWorld,
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new PointerInputCmdHandler(HandleActivateItemInWorld))
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.Register<InteractionSystem>();
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}
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public override void Shutdown()
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{
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CommandBinds.Unregister<InteractionSystem>();
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base.Shutdown();
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}
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private bool HandleActivateItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
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{
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