v1.5.7.0 (Summer Update)
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@@ -268,8 +268,10 @@ namespace Barotrauma.Items.Components
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CreateNetworkEvent();
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}
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#endif
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//the wire is active if only one end has been connected
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IsActive = connections[0] == null ^ connections[1] == null;
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//the wire is active if it's currently being wired to something (in character inventory and connected from one end)
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IsActive =
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item.ParentInventory is CharacterInventory &&
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connections[0] == null ^ connections[1] == null;
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}
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Drawable = IsActive || nodes.Any();
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@@ -839,9 +841,9 @@ namespace Barotrauma.Items.Components
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}
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}
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public override void Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)
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public override void Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap)
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{
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base.Load(componentElement, usePrefabValues, idRemap);
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base.Load(componentElement, usePrefabValues, idRemap, isItemSwap);
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nodes.AddRange(ExtractNodes(componentElement));
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