Added "user" parameter to Inventory.PutItem and Inventory.TryPutItem. + More descriptive wiring logging: the logs don't list all the wires in a connectionpanel but only the changes a player does to the wiring. Disconnecting wires by picking them up and wiring done by the host are also logged now.
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@@ -46,7 +46,7 @@ namespace Barotrauma
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{
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if (!character.SelectedItems.Contains(weapon))
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{
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character.Inventory.TryPutItem(weapon, 3, false);
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character.Inventory.TryPutItem(weapon, 3, false, character);
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weapon.Equip(character);
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}
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character.CursorPosition = enemy.Position;
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@@ -83,7 +83,7 @@ namespace Barotrauma
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if (character.Inventory.Items[i] == null) continue;
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//try to move the existing item to LimbSlot.Any and continue if successful
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if (character.Inventory.TryPutItem(character.Inventory.Items[i], new List<InvSlotType>() { InvSlotType.Any })) continue;
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if (character.Inventory.TryPutItem(character.Inventory.Items[i], character, new List<InvSlotType>() { InvSlotType.Any })) continue;
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//if everything else fails, simply drop the existing item
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character.Inventory.Items[i].Drop();
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@@ -95,7 +95,7 @@ namespace Barotrauma
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if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
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{
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character.Inventory.TryPutItem(targetItem, targetSlot, false);
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character.Inventory.TryPutItem(targetItem, targetSlot, false, character);
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}
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}
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else
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@@ -576,7 +576,7 @@ namespace Barotrauma
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if (item == null) continue;
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item.TryInteract(this, true, true, true);
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inventory.TryPutItem(item, i, false, false);
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inventory.TryPutItem(item, i, false, null, false);
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}
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}
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}
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@@ -162,7 +162,7 @@ namespace Barotrauma
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for (int i = 0; i < character.Inventory.Items.Length; i++)
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{
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if (character.Inventory.Items[i] == null) continue;
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husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true);
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husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, null);
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}
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character.Enabled = false;
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@@ -117,11 +117,11 @@ namespace Barotrauma
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List<InvSlotType> allowedSlots = new List<InvSlotType>(item.AllowedSlots);
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allowedSlots.Remove(InvSlotType.Any);
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character.Inventory.TryPutItem(item, allowedSlots);
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character.Inventory.TryPutItem(item, null, allowedSlots);
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}
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else
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{
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character.Inventory.TryPutItem(item, item.AllowedSlots);
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character.Inventory.TryPutItem(item, null, item.AllowedSlots);
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}
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if (item.Prefab.Name == "ID Card" && spawnPoint != null)
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