(0792e9b34) Option to ignore item requirements in the sub editor. Items can now be placed to secure cabinets and crates in character mode without having to spawn an ID Card in the inventory first.
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@@ -580,8 +580,8 @@ namespace Barotrauma.Items.Components
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public virtual bool HasRequiredItems(Character character, bool addMessage, string msg = null)
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{
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if (!requiredItems.Any()) return true;
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if (character.Inventory == null) return false;
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if (!requiredItems.Any()) { return true; }
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if (character.Inventory == null) { return false; }
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bool hasRequiredItems = false;
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bool canContinue = true;
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if (requiredItems.ContainsKey(RelatedItem.RelationType.Equipped))
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@@ -615,7 +615,15 @@ namespace Barotrauma.Items.Components
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{
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bool Predicate(Item it) => it != null && it.Condition > 0.0f && relatedItem.MatchesItem(it);
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bool shouldBreak = false;
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if (relatedItem.IsOptional)
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bool inEditor = false;
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#if CLIENT
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inEditor = Screen.Selected == GameMain.SubEditorScreen;
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#endif
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if (relatedItem.IgnoreInEditor && inEditor)
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{
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hasRequiredItems = true;
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}
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else if (relatedItem.IsOptional)
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{
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if (!hasRequiredItems)
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{
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@@ -784,6 +792,7 @@ namespace Barotrauma.Items.Components
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newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
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newRequiredItem.Msg = prevRequiredItem.Msg;
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newRequiredItem.IsOptional = prevRequiredItem.IsOptional;
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newRequiredItem.IgnoreInEditor = prevRequiredItem.IgnoreInEditor;
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}
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if (!requiredItems.ContainsKey(newRequiredItem.Type))
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