(b668306bc) Force personal slots back open when putting or attempting to put something into them
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@@ -176,6 +176,9 @@ namespace Barotrauma
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{
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if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] != null && Items[i] != item)
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{
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#if CLIENT
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if (PersonalSlots.HasFlag(SlotTypes[i])) { hidePersonalSlots = false; }
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#endif
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if (!Items[i].AllowedSlots.Contains(InvSlotType.Any) || !TryPutItem(Items[i], character, new List<InvSlotType> { InvSlotType.Any }, true))
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{
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free = false;
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@@ -195,6 +198,9 @@ namespace Barotrauma
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{
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if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] == null)
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{
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#if CLIENT
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if (PersonalSlots.HasFlag(SlotTypes[i])) { hidePersonalSlots = false; }
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#endif
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bool removeFromOtherSlots = item.ParentInventory != this;
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if (placedInSlot == -1 && inWrongSlot)
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{
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@@ -248,7 +254,9 @@ namespace Barotrauma
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GameAnalyticsManager.AddErrorEventOnce("CharacterInventory.TryPutItem:IndexOutOfRange", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return false;
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}
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#if CLIENT
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if (PersonalSlots.HasFlag(SlotTypes[index])) { hidePersonalSlots = false; }
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#endif
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//there's already an item in the slot
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if (Items[index] != null)
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{
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@@ -273,7 +281,9 @@ namespace Barotrauma
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foreach (InvSlotType allowedSlot in allowedSlots)
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{
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if (!allowedSlot.HasFlag(SlotTypes[index])) continue;
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#if CLIENT
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if (PersonalSlots.HasFlag(allowedSlot)) { hidePersonalSlots = false; }
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#endif
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for (int i = 0; i < capacity; i++)
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{
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if (allowedSlot.HasFlag(SlotTypes[i]) && Items[i] != null && Items[i] != item)
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@@ -286,6 +296,8 @@ namespace Barotrauma
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}
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}
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if (!slotsFree) return false;
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return TryPutItem(item, user, new List<InvSlotType>() { placeToSlots }, createNetworkEvent);
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