Refactored input system
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@@ -1,4 +1,4 @@
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using Content.Client.GameObjects.Components.Weapons.Ranged;
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using Content.Client.GameObjects.Components.Weapons.Ranged;
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using Content.Client.Interfaces.GameObjects;
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using Content.Shared.Input;
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using Robust.Client.GameObjects.EntitySystems;
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@@ -37,7 +37,7 @@ namespace Content.Client.GameObjects.EntitySystems
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base.Update(frameTime);
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var canFireSemi = _isFirstShot;
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var state = _inputSystem.CmdStates.GetState(ContentKeyFunctions.UseItemInHand);
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var state = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
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if (state != BoundKeyState.Down)
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{
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_isFirstShot = true;
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