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OldThink/Content.Shared/Input/ContentKeyFunctions.cs

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using Robust.Shared.Input;
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namespace Content.Shared.Input
{
[KeyFunctions]
public static class ContentKeyFunctions
{
public static readonly BoundKeyFunction WideAttack = "WideAttack";
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public static readonly BoundKeyFunction ActivateItemInHand = "ActivateItemInHand";
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public static readonly BoundKeyFunction ActivateItemInWorld = "ActivateItemInWorld"; // default action on world entity
public static readonly BoundKeyFunction Drop = "Drop";
public static readonly BoundKeyFunction ExamineEntity = "ExamineEntity";
public static readonly BoundKeyFunction FocusChat = "FocusChatWindow";
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public static readonly BoundKeyFunction FocusOOC = "FocusOOCWindow";
public static readonly BoundKeyFunction FocusAdminChat = "FocusAdminChatWindow";
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public static readonly BoundKeyFunction OpenCharacterMenu = "OpenCharacterMenu";
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public static readonly BoundKeyFunction OpenContextMenu = "OpenContextMenu";
public static readonly BoundKeyFunction OpenCraftingMenu = "OpenCraftingMenu";
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public static readonly BoundKeyFunction OpenInventoryMenu = "OpenInventoryMenu";
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public static readonly BoundKeyFunction SmartEquipBackpack = "SmartEquipBackpack";
public static readonly BoundKeyFunction SmartEquipBelt = "SmartEquipBelt";
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public static readonly BoundKeyFunction OpenTutorial = "OpenTutorial";
public static readonly BoundKeyFunction SwapHands = "SwapHands";
public static readonly BoundKeyFunction ThrowItemInHand = "ThrowItemInHand";
Add pulling (#1409) * Initial framework for pulling. * Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly. * Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time. * Make sure that MoveTo won't allow collisions with the player * Update everything to work with the new physics engine * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: ComicIronic <comicironic@gmail.com> * Physics update and convert to direct type casts * Add notnull checks * Add pull keybinds to the tutorial window * Move PullController to shared * Fix pulled items getting left behind * Fix moving pulled objects into walls * Remove flooring of coordinates when moving pulled objects * Add missing null check in PutInHand * Change pulling keybind to control and throwing to alt * Change PhysicsComponent references to IPhysicsComponent * Add trying to pull a pulled entity disabling the pull * Add pulled status effect * Fix merge conflicts * Merge fixes * Make players pullable * Fix being able to pull yourself * Change pull moving to use a velocity * Update pulled and pulling icons to not be buckle A tragedy * Make pulled and pulling icons more consistent * Remove empty not pulled and not pulling images * Pulled icon update * Pulled icon update * Add clicking pulling status effect to stop the pull * Fix spacewalking when pulling * Merge conflict fixes * Add a pull verb * Fix nullable error * Add pulling through the entity drop down menu Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com>
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public static readonly BoundKeyFunction TryPullObject = "TryPullObject";
public static readonly BoundKeyFunction MovePulledObject = "MovePulledObject";
public static readonly BoundKeyFunction ReleasePulledObject = "ReleasePulledObject";
public static readonly BoundKeyFunction ToggleCombatMode = "ToggleCombatMode";
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public static readonly BoundKeyFunction MouseMiddle = "MouseMiddle";
public static readonly BoundKeyFunction OpenEntitySpawnWindow = "OpenEntitySpawnWindow";
public static readonly BoundKeyFunction OpenSandboxWindow = "OpenSandboxWindow";
public static readonly BoundKeyFunction OpenTileSpawnWindow = "OpenTileSpawnWindow";
public static readonly BoundKeyFunction OpenAdminMenu = "OpenAdminMenu";
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public static readonly BoundKeyFunction TakeScreenshot = "TakeScreenshot";
public static readonly BoundKeyFunction TakeScreenshotNoUI = "TakeScreenshotNoUI";
public static readonly BoundKeyFunction Point = "Point";
public static readonly BoundKeyFunction ArcadeUp = "ArcadeUp";
public static readonly BoundKeyFunction ArcadeDown = "ArcadeDown";
public static readonly BoundKeyFunction ArcadeLeft = "ArcadeLeft";
public static readonly BoundKeyFunction ArcadeRight = "ArcadeRight";
public static readonly BoundKeyFunction Arcade1 = "Arcade1";
public static readonly BoundKeyFunction Arcade2 = "Arcade2";
public static readonly BoundKeyFunction Arcade3 = "Arcade3";
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}
}