Inventory syncing, objHeader is passed to the ClientRead/ServerRead methods so they can determine how to read the msg (is it an inventory update, position, input, etc)
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@@ -45,9 +45,9 @@ namespace Barotrauma
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}
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public override bool TryPutItem(Item item, System.Collections.Generic.List<InvSlotType> allowedSlots = null)
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public override bool TryPutItem(Item item, System.Collections.Generic.List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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{
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bool wasPut = base.TryPutItem(item, allowedSlots);
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bool wasPut = base.TryPutItem(item, allowedSlots, createNetworkEvent);
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if (wasPut)
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{
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@@ -66,9 +66,9 @@ namespace Barotrauma
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return wasPut;
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}
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public override bool TryPutItem(Item item, int i, bool allowSwapping)
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public override bool TryPutItem(Item item, int i, bool allowSwapping, bool createNetworkEvent = true)
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{
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bool wasPut = base.TryPutItem(item, i, allowSwapping);
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bool wasPut = base.TryPutItem(item, i, allowSwapping, createNetworkEvent);
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if (wasPut)
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{
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