Unstable 0.1400.8.0
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@@ -380,7 +380,7 @@ namespace Barotrauma
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return ownerItem.ParentInventory.ItemOwnsSelf(item);
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}
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public virtual int FindAllowedSlot(Item item)
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public virtual int FindAllowedSlot(Item item, bool ignoreCondition = false)
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{
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if (ItemOwnsSelf(item)) { return -1; }
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@@ -392,7 +392,7 @@ namespace Barotrauma
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for (int i = 0; i < capacity; i++)
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{
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if (slots[i].CanBePut(item)) { return i; }
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if (slots[i].CanBePut(item, ignoreCondition)) { return i; }
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}
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return -1;
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@@ -405,7 +405,7 @@ namespace Barotrauma
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{
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for (int i = 0; i < capacity; i++)
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{
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if (CanBePut(item, i)) { return true; }
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if (CanBePutInSlot(item, i)) { return true; }
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}
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return false;
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}
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@@ -413,7 +413,7 @@ namespace Barotrauma
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/// <summary>
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/// Can the item be put in the specified slot.
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/// </summary>
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public virtual bool CanBePut(Item item, int i, bool ignoreCondition = false)
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public virtual bool CanBePutInSlot(Item item, int i, bool ignoreCondition = false)
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{
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if (ItemOwnsSelf(item)) { return false; }
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if (i < 0 || i >= slots.Length) { return false; }
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@@ -424,12 +424,12 @@ namespace Barotrauma
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{
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for (int i = 0; i < capacity; i++)
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{
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if (CanBePut(itemPrefab, i, condition)) { return true; }
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if (CanBePutInSlot(itemPrefab, i, condition)) { return true; }
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}
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return false;
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}
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public virtual bool CanBePut(ItemPrefab itemPrefab, int i, float? condition = null)
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public virtual bool CanBePutInSlot(ItemPrefab itemPrefab, int i, float? condition = null)
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{
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if (i < 0 || i >= slots.Length) { return false; }
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return slots[i].CanBePut(itemPrefab, condition);
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@@ -454,16 +454,16 @@ namespace Barotrauma
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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 virtual bool TryPutItem(Item item, Character user, IEnumerable<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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public virtual bool TryPutItem(Item item, Character user, IEnumerable<InvSlotType> allowedSlots = null, bool createNetworkEvent = true, bool ignoreCondition = false)
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{
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int slot = FindAllowedSlot(item);
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int slot = FindAllowedSlot(item, ignoreCondition);
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if (slot < 0) { return false; }
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PutItem(item, slot, user, true, createNetworkEvent);
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return true;
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}
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public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
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public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true, bool ignoreCondition = false)
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{
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if (i < 0 || i >= slots.Length)
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{
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@@ -481,12 +481,12 @@ namespace Barotrauma
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//item in the slot removed as a result of combining -> put this item in the now free slot
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if (!slots[i].Any())
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{
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return TryPutItem(item, i, allowSwapping, allowCombine, user, createNetworkEvent);
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return TryPutItem(item, i, allowSwapping, allowCombine, user, createNetworkEvent, ignoreCondition);
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}
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return true;
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}
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}
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if (CanBePut(item, i))
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if (CanBePutInSlot(item, i, ignoreCondition))
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{
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PutItem(item, i, user, true, createNetworkEvent);
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return true;
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