(6d989732) Unstable v0.9.708.0
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@@ -55,7 +55,7 @@ namespace Barotrauma
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float sizeY = Inventory.UnequippedIndicator.size.Y * Inventory.UIScale * Inventory.IndicatorScaleAdjustment;
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Vector2 equipIndicatorPos = new Vector2(Rect.Left, Rect.Center.Y + (Rect.Height / 2 + 25 * Inventory.UIScale) * buttonDir - sizeY / 2f);
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Vector2 equipIndicatorPos = new Vector2(Rect.Left, Rect.Center.Y + (Rect.Height / 2 + 15 * Inventory.UIScale) * buttonDir - sizeY / 2f);
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equipIndicatorPos += DrawOffset;
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return new Rectangle((int)equipIndicatorPos.X, (int)equipIndicatorPos.Y, (int)Rect.Width, (int)sizeY);
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@@ -141,7 +141,7 @@ namespace Barotrauma
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//TODO: define this in xml
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slotSpriteSmall = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(10, 6, 119, 120), null, 0);
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// Adjustment to match the old size of 75,71
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SlotSpriteSmall.size = new Vector2(SlotSpriteSmall.SourceRect.Width * 0.625f, SlotSpriteSmall.SourceRect.Height * 0.625f);
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SlotSpriteSmall.size = new Vector2(SlotSpriteSmall.SourceRect.Width * 0.575f, SlotSpriteSmall.SourceRect.Height * 0.575f);
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}
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return slotSpriteSmall;
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}
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@@ -152,7 +152,7 @@ namespace Barotrauma
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{
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get
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{
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return !GUI.IsFourByThree() ? 0.85f : 0.75f;
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return !GUI.IsFourByThree() ? 0.8f : 0.7f;
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}
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}
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@@ -773,10 +773,10 @@ namespace Barotrauma
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if (selInv != null)
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{
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foreach (var slot in selInv.slots)
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for (int i = 0; i < selInv.slots.Length; i++)
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{
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if (slot.InteractRect.Contains(PlayerInput.MousePosition) ||
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slot.EquipButtonRect.Contains(PlayerInput.MousePosition))
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InventorySlot slot = selInv.slots[i];
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if (slot.InteractRect.Contains(PlayerInput.MousePosition) || (slot.EquipButtonRect.Contains(PlayerInput.MousePosition) && selInv.Items[i].AllowedSlots.Any(a => a == InvSlotType.Any)))
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{
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return CursorState.Hand;
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}
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@@ -801,9 +801,10 @@ namespace Barotrauma
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}
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}
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foreach (var slot in inv.slots)
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for (int i = 0; i < inv.slots.Length; i++)
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{
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if (slot.EquipButtonRect.Contains(PlayerInput.MousePosition))
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InventorySlot slot = inv.slots[i];
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if (slot.EquipButtonRect.Contains(PlayerInput.MousePosition) && inv.Items[i].AllowedSlots.Any(a => a == InvSlotType.Any))
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{
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return CursorState.Hand;
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}
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