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).

This commit is contained in:
Joonas Rikkonen
2018-03-02 13:45:58 +02:00
parent f1f190a997
commit 07d3d69040
13 changed files with 65 additions and 30 deletions
@@ -95,7 +95,7 @@ namespace Barotrauma
return true;
}
public virtual bool TryPutItem(Item item, int i, bool allowSwapping, Character user, bool createNetworkEvent = true)
public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
{
if (Owner == null) return false;
if (CanBePut(item, i))
@@ -224,7 +224,7 @@ namespace Barotrauma
{
if (!item.CanClientAccess(c)) continue;
}
TryPutItem(item, i, true, c.Character, false);
TryPutItem(item, i, true, true, c.Character, false);
}
}
@@ -321,7 +321,7 @@ namespace Barotrauma
var item = Entity.FindEntityByID(receivedItemIDs[i]) as Item;
if (item == null) continue;
TryPutItem(item, i, true, null, false);
TryPutItem(item, i, true, true, null, false);
}
}