Characters with no CharacterInfo can't be selected, fixed broken tickboxes in server settings, inventory log tweaking, one gap sound per hull, chat message "commands" changed from /d to d;
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@@ -100,8 +100,6 @@ namespace Barotrauma
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/// </summary>
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public override bool TryPutItem(Item item, List<LimbSlot> allowedSlots, bool createNetworkEvent = true)
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{
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bool alreadyInInventory = Array.Find(Items, i => i == item)!=null;
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//try to place the item in LimBlot.Any slot if that's allowed
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if (allowedSlots.Contains(LimbSlot.Any))
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{
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@@ -109,7 +107,6 @@ namespace Barotrauma
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{
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if (Items[i] != null || limbSlots[i] != LimbSlot.Any) continue;
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GameServer.Log(character.Name + " picked up " + item.Name, Color.Orange);
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PutItem(item, i, createNetworkEvent);
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item.Unequip(character);
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return true;
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@@ -144,7 +141,6 @@ namespace Barotrauma
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if (placed)
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{
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if (!alreadyInInventory) GameServer.Log(character.Name + " picked up " + item.Name, Color.Orange);
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return true;
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}
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}
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@@ -367,29 +363,66 @@ namespace Barotrauma
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return true;
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}
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public override void ReadNetworkData(NetworkEventType type, NetBuffer message, float sendingTime)
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public override void ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime)
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{
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if (sendingTime < lastUpdate) return;
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character.ClearInput(InputType.Use);
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List<Item> droppedItems = new List<Item>();
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List<Item> prevItems = new List<Item>(Items);
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for (int i = 0; i<capacity; i++)
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{
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ushort itemId = message.ReadUInt16();
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if (itemId == 0)
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{
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if (Items[i] != null) Items[i].Drop(character, false);
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if (Items[i] != null)
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{
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droppedItems.Add(Items[i]);
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Items[i].Drop(character, false);
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}
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}
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else
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{
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Item item = Entity.FindEntityByID(itemId) as Item;
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if (item == null) continue;
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Inventory existingInventory = item.ParentInventory;
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if (Items[i] != item && Items[i] != null) Items[i].Drop(character, false);
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TryPutItem(item, i, false);
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if (TryPutItem(item, i, false))
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{
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if (droppedItems.Contains(item))
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{
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droppedItems.Remove(item);
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}
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}
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}
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}
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var sender = GameMain.Server.ConnectedClients.Find(c => c.Connection == message.SenderConnection);
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if (sender != null && sender.Character != null)
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{
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foreach (Item item in droppedItems)
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{
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GameServer.Log(sender.Character == character ?
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character.Name + " dropped " + item.Name :
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sender.Character + " removed " + item.Name+" from "+character+"'s inventory", Color.Orange);
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}
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foreach (Item item in Items)
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{
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if (item == null || prevItems.Contains(item)) continue;
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GameServer.Log(sender.Character == character ?
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character.Name + " picked up " + item.Name :
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sender.Character + " placed " + item.Name + " in " + character + "'s inventory", Color.Orange);
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}
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}
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lastUpdate = sendingTime;
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}
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