Unstable v0.9.707.0
This commit is contained in:
@@ -16,7 +16,6 @@ namespace Barotrauma
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partial class CharacterInventory : Inventory
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{
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private const int hotkeyCount = 5;
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private Character character;
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public InvSlotType[] SlotTypes
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@@ -53,7 +52,16 @@ namespace Barotrauma
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{
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DebugConsole.ThrowError("Error in the inventory config of \"" + character.SpeciesName + "\" - " + slotTypeNames[i] + " is not a valid inventory slot type.");
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}
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SlotTypes[i] = parsedSlotType;
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SlotTypes[i] = parsedSlotType;
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switch (SlotTypes[i])
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{
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//case InvSlotType.Head:
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//case InvSlotType.OuterClothes:
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case InvSlotType.LeftHand:
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case InvSlotType.RightHand:
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hideEmptySlot[i] = true;
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break;
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}
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}
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InitProjSpecific(element);
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@@ -122,25 +130,25 @@ namespace Barotrauma
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/// <summary>
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/// If there is no room in the generic inventory (InvSlotType.Any), check if the item can be auto-equipped into its respective limbslot
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/// </summary>
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public bool TryPutItemWithAutoEquipCheck(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true, bool preferNonHotkeys = false)
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public bool TryPutItemWithAutoEquipCheck(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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{
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// Does not auto-equip the item if specified and no suitable any slot found (for example handcuffs are not auto-equipped)
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if (item.AllowedSlots.Contains(InvSlotType.Any))
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{
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var wearable = item.GetComponent<Wearable>();
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if (wearable != null && !wearable.AutoEquipWhenFull && CheckIfAnySlotAvailable(item, false, preferNonHotkeys) == -1)
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if (wearable != null && !wearable.AutoEquipWhenFull && CheckIfAnySlotAvailable(item, false) == -1)
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{
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return false;
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}
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}
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return TryPutItem(item, user, allowedSlots, createNetworkEvent, preferNonHotkeys);
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return TryPutItem(item, user, allowedSlots, createNetworkEvent);
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}
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/// <summary>
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/// If there is room, puts the item in the inventory and returns true, otherwise returns false
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/// </summary>
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public override bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true, bool preferNonHotkeys = false)
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public override bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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{
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if (allowedSlots == null || !allowedSlots.Any()) return false;
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@@ -164,7 +172,7 @@ namespace Barotrauma
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//try to place the item in a LimbSlot.Any slot if that's allowed
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if (allowedSlots.Contains(InvSlotType.Any) && item.AllowedSlots.Contains(InvSlotType.Any))
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{
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int freeIndex = CheckIfAnySlotAvailable(item, inWrongSlot, preferNonHotkeys);
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int freeIndex = CheckIfAnySlotAvailable(item, inWrongSlot);
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if (freeIndex > -1)
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{
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PutItem(item, freeIndex, user, true, createNetworkEvent);
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@@ -207,7 +215,12 @@ namespace Barotrauma
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#if CLIENT
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if (PersonalSlots.HasFlag(SlotTypes[i])) { hidePersonalSlots = false; }
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#endif
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bool removeFromOtherSlots = item.ParentInventory != this || (placedInSlot == -1 && inWrongSlot);
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bool removeFromOtherSlots = item.ParentInventory != this;
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if (placedInSlot == -1 && inWrongSlot)
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{
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if (!hideEmptySlot[i] || SlotTypes[currentSlot] != InvSlotType.Any) removeFromOtherSlots = true;
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}
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PutItem(item, i, user, removeFromOtherSlots, createNetworkEvent);
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item.Equip(character);
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placedInSlot = i;
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@@ -219,19 +232,16 @@ namespace Barotrauma
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return placedInSlot > -1;
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}
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public int CheckIfAnySlotAvailable(Item item, bool inWrongSlot, bool preferNonHotkeys)
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public int CheckIfAnySlotAvailable(Item item, bool inWrongSlot)
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{
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] != InvSlotType.Any) continue;
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if (Items[i] == item)
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for (int i = 0; i < capacity; i++)
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{
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return i;
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if (SlotTypes[i] != InvSlotType.Any) continue;
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if (Items[i] == item)
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{
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return i;
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}
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}
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}
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if (!preferNonHotkeys)
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{
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] != InvSlotType.Any) continue;
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@@ -246,45 +256,11 @@ namespace Barotrauma
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return i;
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}
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}
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else
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{
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int hotkeysCounted = 0;
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// First go through non-hotkeyed slots
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] != InvSlotType.Any) continue;
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hotkeysCounted++;
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if (hotkeysCounted <= hotkeyCount) continue;
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if (inWrongSlot)
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{
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if (Items[i] != item && Items[i] != null) continue;
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}
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else
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{
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if (Items[i] != null) continue;
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}
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#if CLIENT
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if (!inventoryOpen)
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{
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ToggleInventory();
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}
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#endif
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return i;
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}
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// Then redo with no preference
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return CheckIfAnySlotAvailable(item, inWrongSlot, false);
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}
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return -1;
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}
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public override bool TryPutItem(Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true, bool avoidHotkeys = false)
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public override bool TryPutItem(Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
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{
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if (index < 0 || index >= Items.Length)
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{
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