Refactored input system

This commit is contained in:
ShadowCommander
2019-08-04 16:03:51 -07:00
parent b996466b3d
commit 7422d9148a
8 changed files with 70 additions and 43 deletions

View File

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