Equipped items can be swapped by double-clicking, fixed inventories getting messed up when swapping multi-slot items fails (e.g. drag a jumpsuit on an equipped diving suit).
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@@ -50,7 +50,7 @@ namespace Barotrauma
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//TODO: make sure the weapon is ready to use (projectiles/batteries loaded)
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if (!character.SelectedItems.Contains(weapon))
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{
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if (character.Inventory.TryPutItem(weapon, 3, false, character))
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if (character.Inventory.TryPutItem(weapon, 3, false, false, character))
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{
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weapon.Equip(character);
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}
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@@ -119,7 +119,7 @@ namespace Barotrauma
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if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
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{
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character.Inventory.TryPutItem(targetItem, targetSlot, false, character);
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character.Inventory.TryPutItem(targetItem, targetSlot, false, false, character);
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}
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}
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else
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+1
-1
@@ -113,7 +113,7 @@ namespace Barotrauma
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character.Inventory.Items[i].Drop();
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}
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}
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if (character.Inventory.TryPutItem(component.Item, i, true, character))
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if (character.Inventory.TryPutItem(component.Item, i, true, false, character))
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{
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component.Item.Equip(character);
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break;
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@@ -657,7 +657,7 @@ namespace Barotrauma
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if (item == null) continue;
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item.TryInteract(this, true, true, true);
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inventory.TryPutItem(item, i, false, null, false);
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inventory.TryPutItem(item, i, false, false, null, false);
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}
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}
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}
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@@ -214,7 +214,7 @@ namespace Barotrauma
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for (int i = 0; i < character.Inventory.Items.Length; i++)
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{
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if (character.Inventory.Items[i] == null) continue;
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husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, null);
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husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, false, null);
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}
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yield return CoroutineStatus.Success;
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