Displaying the condition of contained items in the inventory slot of the parent item (i.e. the amount of oxygen left in a diving suit is visible without highlighting the suit), some debug logging, colored speech bubbles
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@@ -11,12 +11,12 @@ namespace Barotrauma.Items.Components
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{
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protected Character picker;
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protected List<LimbSlot> allowedSlots;
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protected List<InvSlotType> allowedSlots;
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private float pickTimer;
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public List<LimbSlot> AllowedSlots
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public List<InvSlotType> AllowedSlots
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{
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get { return allowedSlots; }
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}
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@@ -29,23 +29,23 @@ namespace Barotrauma.Items.Components
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public Pickable(Item item, XElement element)
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: base(item, element)
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{
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allowedSlots = new List<LimbSlot>();
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allowedSlots = new List<InvSlotType>();
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string slotString = ToolBox.GetAttributeString(element, "slots", "Any");
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string[] slotCombinations = slotString.Split(',');
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foreach (string slotCombination in slotCombinations)
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{
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string[] slots = slotCombination.Split('+');
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LimbSlot allowedSlot = LimbSlot.None;
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InvSlotType allowedSlot = InvSlotType.None;
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foreach (string slot in slots)
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{
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if (slot.ToLower()=="bothhands")
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{
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allowedSlot = LimbSlot.LeftHand | LimbSlot.RightHand;
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allowedSlot = InvSlotType.LeftHand | InvSlotType.RightHand;
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}
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else
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{
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allowedSlot = allowedSlot | (LimbSlot)Enum.Parse(typeof(LimbSlot), slot.Trim());
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allowedSlot = allowedSlot | (InvSlotType)Enum.Parse(typeof(InvSlotType), slot.Trim());
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}
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}
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allowedSlots.Add(allowedSlot);
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