v1.5.7.0 (Summer Update)
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@@ -785,7 +785,7 @@ namespace Barotrauma
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{
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if (item.Container == null || character.Inventory.FindIndex(item.Container) == -1) // Not a subinventory in the character's inventory
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{
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if (character.HeldItems.Any(i => i.OwnInventory != null && i.OwnInventory.CanBePut(item)))
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if (character.HeldItems.Any(i => i.OwnInventory != null && i.OwnInventory.CanBePut(item) && character.CanAccessInventory(i.OwnInventory)))
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{
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return QuickUseAction.PutToEquippedItem;
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}
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@@ -843,13 +843,14 @@ namespace Barotrauma
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else if (character.HeldItems.FirstOrDefault(i =>
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i.OwnInventory != null &&
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i.OwnInventory.Container.DrawInventory &&
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character.CanAccessInventory(i.OwnInventory) &&
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(i.OwnInventory.CanBePut(item) || ((i.OwnInventory.Capacity == 1 || i.OwnInventory.Container.HasSubContainers) && i.OwnInventory.AllowSwappingContainedItems && i.OwnInventory.Container.CanBeContained(item)))) is { } equippedContainer)
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{
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if (allowEquip)
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{
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if (!character.HasEquippedItem(item))
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{
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if (equippedContainer.GetComponent<ItemContainer>() is { QuickUseMovesItemsInside: false})
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if (equippedContainer.GetComponent<ItemContainer>() is { QuickUseMovesItemsInside: false })
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{
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//put the item in a hand slot if that hand is free
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if ((item.AllowedSlots.Contains(InvSlotType.RightHand) && character.Inventory.GetItemInLimbSlot(InvSlotType.RightHand) == null) ||
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