- converting NetworkEvent sending time to local time before doing any comparisons
- using mersenne twister for random number generation due to differences in Mono and .NET implementations of the Random library - password prompt for password-protected private servers - fixed deconstructor, fabricator and railgun connection panels closing immediately after opening - fixed editor saving newly created subs to the root folder instead of the Submarines folder - keeping items in the same inventory slots between clients instead of just syncing which items are in the inventory - fixed crashing when swapping items between different limbslots
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@@ -149,7 +149,7 @@ namespace Barotrauma
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return placed;
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}
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public override bool TryPutItem(Item item, int index, bool createNetworkEvent)
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public override bool TryPutItem(Item item, int index, bool allowSwapping, bool createNetworkEvent)
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{
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//there's already an item in the slot
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if (Items[index] != null)
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@@ -173,7 +173,7 @@ namespace Barotrauma
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combined = true;
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}
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//if moving the item between slots in the same inventory
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else if (item.ParentInventory == this)
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else if (item.ParentInventory == this && allowSwapping)
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{
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int currentIndex = Array.IndexOf(Items, item);
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@@ -182,16 +182,19 @@ namespace Barotrauma
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Items[currentIndex] = null;
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Items[index] = null;
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//if the item in the slot can be moved to the slot of the moved item
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if (TryPutItem(existingItem, currentIndex, false) &&
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TryPutItem(item, index, false))
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if (TryPutItem(existingItem, currentIndex, false, false) &&
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TryPutItem(item, index, false, false))
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{
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new Networking.NetworkEvent(Networking.NetworkEventType.InventoryUpdate, Owner.ID, true, true);
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}
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else
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{
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Items[currentIndex] = null;
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Items[index] = null;
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//swapping the items failed -> move them back to where they were
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TryPutItem(item, currentIndex, false);
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TryPutItem(existingItem, index, false);
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TryPutItem(item, currentIndex, false, false);
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TryPutItem(existingItem, index, false, false);
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}
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}
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@@ -416,7 +419,7 @@ namespace Barotrauma
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if (Items[i] != item && Items[i] != null) Items[i].Drop(character, false);
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if (TryPutItem(item, i, false))
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if (TryPutItem(item, i, false, false))
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{
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if (droppedItems.Contains(item))
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{
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