More easily readable netstats (B/kB/MB instead of just B), scrollable netstats client list, possible to wear multiple items in same limb, handcuffs
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@@ -210,7 +210,7 @@ namespace Barotrauma
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return TryPutItem(item, new List<LimbSlot>() {placeToSlots}, createNetworkEvent);
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}
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public void DrawOwn(SpriteBatch spriteBatch)
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public void DrawOwn(SpriteBatch spriteBatch, Vector2 offset)
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{
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string toolTip = "";
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Rectangle highlightedSlot = Rectangle.Empty;
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@@ -227,8 +227,8 @@ namespace Barotrauma
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for (int i = 0; i < capacity; i++)
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{
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slotRect.X = (int)SlotPositions[i].X;
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slotRect.Y = (int)SlotPositions[i].Y;
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slotRect.X = (int)(SlotPositions[i].X + offset.X);
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slotRect.Y = (int)(SlotPositions[i].Y + offset.Y);
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if (i==1) //head
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{
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@@ -248,8 +248,8 @@ namespace Barotrauma
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for (int i = 0; i < capacity; i++)
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{
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slotRect.X = (int)SlotPositions[i].X;
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slotRect.Y = (int)SlotPositions[i].Y;
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slotRect.X = (int)(SlotPositions[i].X + offset.X);
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slotRect.Y = (int)(SlotPositions[i].Y + offset.Y);
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bool multiSlot = false;
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//skip if the item is in multiple slots
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@@ -295,8 +295,8 @@ namespace Barotrauma
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//check if the item is in multiple slots
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if (Items[i] != null)
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{
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slotRect.X = (int)SlotPositions[i].X;
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slotRect.Y = (int)SlotPositions[i].Y;
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slotRect.X = (int)(SlotPositions[i].X + offset.X);
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slotRect.Y = (int)(SlotPositions[i].Y + offset.Y);
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slotRect.Width = 40;
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slotRect.Height = 40;
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@@ -310,7 +310,7 @@ namespace Barotrauma
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{
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multiSlot = true;
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slotRect = Rectangle.Union(
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new Rectangle((int)SlotPositions[n].X, (int)SlotPositions[n].Y, rectWidth, rectHeight), slotRect);
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new Rectangle((int)(SlotPositions[n].X+offset.X), (int)(SlotPositions[n].Y+offset.Y), rectWidth, rectHeight), slotRect);
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}
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}
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}
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