Unstable 0.16.3.0
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@@ -896,13 +896,20 @@ namespace Barotrauma
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{
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if (wearable.Type == WearableType.Husk) { continue; }
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if (wearableTypesToHide.Contains(wearable.Type))
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{
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if (wearable.Type == WearableType.Hair && HairWithHatSprite != null)
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{
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if (wearable.Type == WearableType.Hair)
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{
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DrawWearable(HairWithHatSprite, depthStep, spriteBatch, blankColor, alpha: color.A / 255f, spriteEffect);
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depthStep += step;
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if (HairWithHatSprite != null)
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{
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DrawWearable(HairWithHatSprite, depthStep, spriteBatch, blankColor, alpha: color.A / 255f, spriteEffect);
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depthStep += step;
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continue;
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}
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}
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else
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{
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continue;
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}
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continue;
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}
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DrawWearable(wearable, depthStep, spriteBatch, blankColor, alpha: color.A / 255f, spriteEffect);
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//if there are multiple sprites on this limb, make the successive ones be drawn in front
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