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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@@ -95,7 +95,7 @@ namespace Barotrauma
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return true;
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}
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public virtual bool TryPutItem(Item item, int i, bool allowSwapping, Character user, bool createNetworkEvent = true)
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public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
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{
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if (Owner == null) return false;
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if (CanBePut(item, i))
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@@ -224,7 +224,7 @@ namespace Barotrauma
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{
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if (!item.CanClientAccess(c)) continue;
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}
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TryPutItem(item, i, true, c.Character, false);
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TryPutItem(item, i, true, true, c.Character, false);
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}
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}
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@@ -321,7 +321,7 @@ namespace Barotrauma
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var item = Entity.FindEntityByID(receivedItemIDs[i]) as Item;
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if (item == null) continue;
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TryPutItem(item, i, true, null, false);
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TryPutItem(item, i, true, true, null, false);
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}
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}
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