enter vehicles with E instead of Q, make E the "interact" key
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@ -21,10 +21,10 @@ Key features:
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- AWSD: accelerate
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- Shift and Ctrl: accelerate up and down
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- JKLUIO: mouseless camera rotation
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- e: open communication channel to nearby astronauts
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- e: interact: talk to people, enter vehicles
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- t: toggle music (NOTE: currently no music is included in the git repo)
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- m: mute sound effects
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- q: enter/exit vehicle
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- q: exit vehicle
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- r: rotate (hold r while moving the mouse)
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- f: toggle 3rd person view
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- TAB: toggle augmented reality overlay (HUD, low-light amplifier)
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29
src/actor.rs
29
src/actor.rs
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@ -247,6 +247,7 @@ pub fn handle_input(
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) {
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let mindist = MIN_INTERACT_DISTANCE * MIN_INTERACT_DISTANCE;
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if keyboard_input.just_pressed(settings.key_interact) {
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// Talking to people
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if let Ok((_player_entity, _player_actor, player)) = player.get_single() {
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for (talker, transform) in &q_talker {
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if transform.translation.distance_squared(player.translation) <= mindist {
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@ -255,8 +256,6 @@ pub fn handle_input(
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}
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}
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}
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}
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else if keyboard_input.just_pressed(settings.key_vehicle) {
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// Entering Vehicles
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if q_player_drives.is_empty() {
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if let Ok((player_entity, _player_actor, player)) = player.get_single_mut() {
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@ -275,20 +274,20 @@ pub fn handle_input(
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}
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}
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}
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}
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else if keyboard_input.just_pressed(settings.key_vehicle) {
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// Exiting Vehicles
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else {
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if let Ok((player_entity, _player_actor, _player)) = player.get_single_mut() {
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for vehicle_entity in &q_player_drives {
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commands.entity(vehicle_entity).insert(ActorVehicleBeingEntered);
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commands.entity(player_entity).insert(ActorEnteringVehicle);
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ew_vehicle.send(VehicleEnterExitEvent{
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vehicle: vehicle_entity,
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driver: player_entity,
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is_entering: false,
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is_player: true,
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});
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break;
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}
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if let Ok((player_entity, _player_actor, _player)) = player.get_single_mut() {
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for vehicle_entity in &q_player_drives {
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commands.entity(vehicle_entity).insert(ActorVehicleBeingEntered);
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commands.entity(player_entity).insert(ActorEnteringVehicle);
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ew_vehicle.send(VehicleEnterExitEvent{
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vehicle: vehicle_entity,
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driver: player_entity,
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is_entering: false,
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is_player: true,
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});
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break;
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}
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}
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}
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