ItemInventories don't have own ID's anymore but rely on owner ID, relaying reliablemessages through server
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@@ -95,8 +95,8 @@ namespace Barotrauma
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message.Write(LargeUpdateTimer <= 0);
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message.Write(AnimController.TargetDir == Direction.Right);
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message.Write(AnimController.TargetMovement.X);
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message.Write(AnimController.TargetMovement.Y);
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.X, -10.0f, 10.0f), -10.0f, 10.0f, 16);
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.Y, -10.0f, 10.0f), -10.0f, 10.0f, 16);
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if (LargeUpdateTimer <= 0)
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{
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@@ -165,8 +165,8 @@ namespace Barotrauma
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try
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{
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targetDir = message.ReadBoolean();
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targetMovement.X = message.ReadFloat();
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targetMovement.Y = message.ReadFloat();
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targetMovement.X = message.ReadRangedSingle(-10.0f, 10.0f, 8);
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targetMovement.Y = message.ReadRangedSingle(-10.0f, 10.0f, 8);
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}
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catch
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@@ -1100,6 +1100,11 @@ namespace Barotrauma
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{
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return true;
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}
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else if (type == NetworkEventType.InventoryUpdate)
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{
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if (inventory == null) return false;
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return inventory.FillNetworkData(NetworkEventType.InventoryUpdate, message, data);
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}
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var hasInputs =
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(GetInputState(InputType.Left) ||
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@@ -1229,6 +1234,12 @@ namespace Barotrauma
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}
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return;
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}
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else if (type == NetworkEventType.InventoryUpdate)
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{
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if (inventory == null) return;
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inventory.ReadNetworkData(NetworkEventType.InventoryUpdate, message);
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return;
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}
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bool actionKeyState = false;
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bool secondaryKeyState = false;
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@@ -1393,8 +1404,6 @@ namespace Barotrauma
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if (GameMain.Client!=null && GameMain.Client.Character == this) GameMain.Client.Character = null;
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if (inventory != null) inventory.Remove();
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if (aiTarget != null)
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aiTarget.Remove();
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