(6d989732) Unstable v0.9.708.0
This commit is contained in:
@@ -41,7 +41,9 @@ namespace Barotrauma
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private Point screenResolution;
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public Vector2[] SlotPositions;
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public static Point SlotSize;
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public static int Spacing;
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private Layout layout;
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public Layout CurrentLayout
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{
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@@ -245,20 +247,18 @@ namespace Barotrauma
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}
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private void SetSlotPositions(Layout layout)
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{
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int spacing;
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bool isFourByThree = GUI.IsFourByThree();
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if (isFourByThree)
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{
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spacing = (int)(5 * UIScale);
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Spacing = (int)(5 * UIScale);
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}
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else
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{
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spacing = (int)(10 * UIScale);
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Spacing = (int)(8 * UIScale);
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}
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Point slotSize = !isFourByThree ? (SlotSpriteSmall.size * UIScale).ToPoint() : (SlotSpriteSmall.size * UIScale * .925f).ToPoint();
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int bottomOffset = slotSize.Y + spacing * 2 + ContainedIndicatorHeight;
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SlotSize = !isFourByThree ? (SlotSpriteSmall.size * UIScale).ToPoint() : (SlotSpriteSmall.size * UIScale * .925f).ToPoint();
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int bottomOffset = SlotSize.Y + Spacing * 2 + ContainedIndicatorHeight;
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if (slots == null) { CreateSlots(); }
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@@ -271,11 +271,12 @@ namespace Barotrauma
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int personalSlotCount = SlotTypes.Count(s => PersonalSlots.HasFlag(s));
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int normalSlotCount = SlotTypes.Count(s => !PersonalSlots.HasFlag(s));
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int x = GameMain.GraphicsWidth / 2 - normalSlotCount * (slotSize.X + spacing) / 2;
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int upperX = GameMain.GraphicsWidth - slotSize.X * 2;
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int x = GameMain.GraphicsWidth / 2 - normalSlotCount * (SlotSize.X + Spacing) / 2;
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int upperX = HUDLayoutSettings.BottomRightInfoArea.X - Spacing * 2 - SlotSize.X - SlotSize.X / 2;
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//int upperX = GameMain.GraphicsWidth - personalSlotCount * (slotSize.X + spacing) + (int)(11 * GUI.Scale) + spacing;
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//make sure the rightmost normal slot doesn't overlap with the personal slots
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x -= Math.Max((x + normalSlotCount * (slotSize.X + spacing)) - (upperX - personalSlotCount * (slotSize.X + spacing)), 0);
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x -= Math.Max((x + normalSlotCount * (SlotSize.X + Spacing)) - (upperX - personalSlotCount * (SlotSize.X + Spacing)), 0);
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int hideButtonSlotIndex = -1;
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for (int i = 0; i < SlotPositions.Length; i++)
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@@ -283,26 +284,26 @@ namespace Barotrauma
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if (PersonalSlots.HasFlag(SlotTypes[i]))
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{
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SlotPositions[i] = new Vector2(upperX, GameMain.GraphicsHeight - bottomOffset);
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upperX -= slotSize.X + spacing;
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upperX -= SlotSize.X + Spacing;
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personalSlotArea = (hideButtonSlotIndex == -1) ?
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new Rectangle(SlotPositions[i].ToPoint(), slotSize) :
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Rectangle.Union(personalSlotArea, new Rectangle(SlotPositions[i].ToPoint(), slotSize));
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new Rectangle(SlotPositions[i].ToPoint(), SlotSize) :
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Rectangle.Union(personalSlotArea, new Rectangle(SlotPositions[i].ToPoint(), SlotSize));
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hideButtonSlotIndex = i;
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}
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else
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{
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset);
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x += slotSize.X + spacing;
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x += SlotSize.X + Spacing;
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}
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}
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if (hideButtonSlotIndex > -1)
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{
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hideButton.RectTransform.SetPosition(Anchor.TopLeft, Pivot.TopLeft);
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hideButton.RectTransform.NonScaledSize = new Point(slotSize.X / 2, slotSize.Y + slots[hideButtonSlotIndex].EquipButtonRect.Height);
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hideButton.RectTransform.NonScaledSize = new Point(SlotSize.X / 2, HUDLayoutSettings.BottomRightInfoArea.Height);
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hideButton.RectTransform.AbsoluteOffset = new Point(
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personalSlotArea.Right + spacing,
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personalSlotArea.Y - slots[hideButtonSlotIndex].EquipButtonRect.Height);
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personalSlotArea.Right + Spacing,
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HUDLayoutSettings.BottomRightInfoArea.Y);
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hideButton.Visible = true;
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}
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}
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@@ -311,7 +312,7 @@ namespace Barotrauma
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{
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int extraOffset = 0;
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int x = HUDLayoutSettings.InventoryAreaLower.Right;
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int personalSlotX = HUDLayoutSettings.InventoryAreaLower.Right - slotSize.X - spacing;
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int personalSlotX = HUDLayoutSettings.InventoryAreaLower.Right - SlotSize.X - Spacing;
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for (int i = 0; i < slots.Length; i++)
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{
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if (HideSlot(i)) continue;
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@@ -321,7 +322,7 @@ namespace Barotrauma
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}
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else
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{
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x -= slotSize.X + spacing;
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x -= SlotSize.X + Spacing;
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}
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}
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@@ -331,13 +332,13 @@ namespace Barotrauma
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if (HideSlot(i)) continue;
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if (PersonalSlots.HasFlag(SlotTypes[i]))
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{
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SlotPositions[i] = new Vector2(personalSlotX, GameMain.GraphicsHeight - bottomOffset * 2 - extraOffset - spacing * 2);
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personalSlotX -= slots[i].Rect.Width + spacing;
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SlotPositions[i] = new Vector2(personalSlotX, GameMain.GraphicsHeight - bottomOffset * 2 - extraOffset - Spacing * 2);
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personalSlotX -= slots[i].Rect.Width + Spacing;
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}
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else
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{
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset - extraOffset);
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x += slots[i].Rect.Width + spacing;
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x += slots[i].Rect.Width + Spacing;
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}
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}
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@@ -345,7 +346,7 @@ namespace Barotrauma
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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if (!HideSlot(i)) continue;
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x -= slots[i].Rect.Width + spacing;
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x -= slots[i].Rect.Width + Spacing;
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset - extraOffset);
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}
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}
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@@ -359,28 +360,28 @@ namespace Barotrauma
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if (HideSlot(i)) continue;
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if (PersonalSlots.HasFlag(SlotTypes[i]))
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{
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SlotPositions[i] = new Vector2(personalSlotX, GameMain.GraphicsHeight - bottomOffset * 2 - spacing * 2);
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personalSlotX += slots[i].Rect.Width + spacing;
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SlotPositions[i] = new Vector2(personalSlotX, GameMain.GraphicsHeight - bottomOffset * 2 - Spacing * 2);
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personalSlotX += slots[i].Rect.Width + Spacing;
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}
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else
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{
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset);
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x += slots[i].Rect.Width + spacing;
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x += slots[i].Rect.Width + Spacing;
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}
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}
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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if (!HideSlot(i)) continue;
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset);
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x += slots[i].Rect.Width + spacing;
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x += slots[i].Rect.Width + Spacing;
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}
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}
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break;
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case Layout.Center:
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{
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int columns = 5;
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int startX = (GameMain.GraphicsWidth / 2) - (slotSize.X * columns + spacing * (columns - 1)) / 2;
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int startY = GameMain.GraphicsHeight / 2 - (slotSize.Y * 2);
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int startX = (GameMain.GraphicsWidth / 2) - (SlotSize.X * columns + Spacing * (columns - 1)) / 2;
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int startY = GameMain.GraphicsHeight / 2 - (SlotSize.Y * 2);
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int x = startX, y = startY;
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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@@ -388,10 +389,10 @@ namespace Barotrauma
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if (SlotTypes[i] == InvSlotType.Card || SlotTypes[i] == InvSlotType.Headset || SlotTypes[i] == InvSlotType.InnerClothes)
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{
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SlotPositions[i] = new Vector2(x, y);
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x += slots[i].Rect.Width + spacing;
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x += slots[i].Rect.Width + Spacing;
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}
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}
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y += slots[0].Rect.Height + spacing + ContainedIndicatorHeight + slots[0].EquipButtonRect.Height;
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y += slots[0].Rect.Height + Spacing + ContainedIndicatorHeight + slots[0].EquipButtonRect.Height;
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x = startX;
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int n = 0;
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for (int i = 0; i < SlotPositions.Length; i++)
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@@ -400,12 +401,12 @@ namespace Barotrauma
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if (SlotTypes[i] != InvSlotType.Card && SlotTypes[i] != InvSlotType.Headset && SlotTypes[i] != InvSlotType.InnerClothes)
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{
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SlotPositions[i] = new Vector2(x, y);
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x += slots[i].Rect.Width + spacing;
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x += slots[i].Rect.Width + Spacing;
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n++;
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if (n >= columns)
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{
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x = startX;
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y += slots[i].Rect.Height + spacing + ContainedIndicatorHeight + slots[i].EquipButtonRect.Height;
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y += slots[i].Rect.Height + Spacing + ContainedIndicatorHeight + slots[i].EquipButtonRect.Height;
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n = 0;
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}
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}
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