(f417b026f) Fetched: Changes for playing video tutorial from local branch
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@@ -801,37 +801,13 @@ namespace Barotrauma
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{
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foreach (XElement itemElement in element.Elements())
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{
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var newItem = Item.Load(itemElement, inventory.Owner.Submarine, createNetworkEvent: true);
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if (newItem == null) { continue; }
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var newItem = Item.Load(itemElement, inventory.Owner.Submarine);
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int slotIndex = itemElement.GetAttributeInt("i", 0);
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if (newItem == null) continue;
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if (!MathUtils.NearlyEqual(newItem.Condition, newItem.MaxCondition))
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{
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GameMain.NetworkMember.CreateEntityEvent(newItem, new object[] { NetEntityEvent.Type.Status });
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}
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SpawnInventoryItemProjSpecific(newItem);
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int[] slotIndices = itemElement.GetAttributeIntArray("i", new int[] { 0 });
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if (!slotIndices.Any())
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{
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DebugConsole.ThrowError("Invalid inventory data in character \"" + Name + "\" - no slot indices found");
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continue;
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}
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inventory.TryPutItem(newItem, slotIndices[0], false, false, null);
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//force the item to the correct slots
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// e.g. putting the item in a hand slot will also put it in the first available Any-slot,
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// which may not be where it actually was
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for (int i = 0; i < inventory.Capacity; i++)
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{
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if (slotIndices.Contains(i))
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{
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inventory.Items[i] = newItem;
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}
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else if (inventory.Items[i] == newItem)
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{
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inventory.Items[i] = null;
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}
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}
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inventory.TryPutItem(newItem, slotIndex, false, false, null);
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int itemContainerIndex = 0;
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var itemContainers = newItem.GetComponents<ItemContainer>().ToList();
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@@ -845,6 +821,8 @@ namespace Barotrauma
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}
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}
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partial void SpawnInventoryItemProjSpecific(Item item);
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public void ReloadHeadAttachments()
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{
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ResetLoadedAttachments();
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