diff --git a/Barotrauma/BarotraumaServer/Source/Items/Inventory.cs b/Barotrauma/BarotraumaServer/Source/Items/Inventory.cs index 6083c156e..dde6cbbad 100644 --- a/Barotrauma/BarotraumaServer/Source/Items/Inventory.cs +++ b/Barotrauma/BarotraumaServer/Source/Items/Inventory.cs @@ -43,8 +43,8 @@ namespace Barotrauma CreateNetworkEvent(); for (int i = 0; i < capacity; i++) { - var item = Entity.FindEntityByID(newItemIDs[i]) as Item; - if (item == null) continue; + if (!(Entity.FindEntityByID(newItemIDs[i]) is Item item)) { continue; } + item.PositionUpdateInterval = 0.0f; if (item.ParentInventory != null && item.ParentInventory != this) { item.ParentInventory.CreateNetworkEvent(); @@ -80,16 +80,16 @@ namespace Barotrauma { if (newItemIDs[i] > 0) { - var item = Entity.FindEntityByID(newItemIDs[i]) as Item; - if (item == null || item == Items[i]) continue; + if (!(Entity.FindEntityByID(newItemIDs[i]) is Item item) || item == Items[i]) { continue; } if (GameMain.Server != null) { var holdable = item.GetComponent(); - if (holdable != null && !holdable.CanBeDeattached()) continue; + if (holdable != null && !holdable.CanBeDeattached()) { continue; } if (!prevItems.Contains(item) && !item.CanClientAccess(c)) { + item.PositionUpdateInterval = 0.0f; continue; } } @@ -112,7 +112,7 @@ namespace Barotrauma foreach (Item item in Items.Distinct()) { - if (item == null) continue; + if (item == null) { continue; } if (!prevItems.Contains(item)) { if (Owner == c.Character) @@ -127,7 +127,7 @@ namespace Barotrauma } foreach (Item item in prevItems.Distinct()) { - if (item == null) continue; + if (item == null) { continue; } if (!Items.Contains(item)) { if (Owner == c.Character) diff --git a/Barotrauma/BarotraumaShared/Source/Items/Item.cs b/Barotrauma/BarotraumaShared/Source/Items/Item.cs index 9f66bfd6e..964e2651c 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Item.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Item.cs @@ -201,7 +201,7 @@ namespace Barotrauma public float PositionUpdateInterval { get; - private set; + set; } = float.PositiveInfinity; protected Color spriteColor;