Unstable 0.1400.1.0
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@@ -201,7 +201,7 @@ namespace Barotrauma
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/// </summary>
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public void ControlLocalPlayer(float deltaTime, Camera cam, bool moveCam = true)
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{
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if (DisableControls || GUI.PauseMenuOpen || GUI.SettingsMenuOpen)
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if (DisableControls || GUI.InputBlockingMenuOpen)
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{
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foreach (Key key in keys)
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{
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@@ -323,7 +323,7 @@ namespace Barotrauma
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DoInteractionUpdate(deltaTime, mouseSimPos);
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}
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if (!GUI.PauseMenuOpen && !GUI.SettingsMenuOpen)
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if (!GUI.InputBlockingMenuOpen)
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{
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if (SelectedConstruction != null &&
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(SelectedConstruction.ActiveHUDs.Any(ic => ic.GuiFrame != null && HUD.CloseHUD(ic.GuiFrame.Rect)) ||
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@@ -515,6 +515,7 @@ namespace Barotrauma
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if (draggingItemToWorld)
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{
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if (item.OwnInventory == null ||
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!item.OwnInventory.Container.AllowDragAndDrop ||
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!item.OwnInventory.CanBePut(CharacterInventory.DraggingItems.First()) ||
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!CanAccessInventory(item.OwnInventory))
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{
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@@ -679,7 +680,7 @@ namespace Barotrauma
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else
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{
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//Ideally it shouldn't send the character entirely if we can't see them but /shrug, this isn't the most hacker-proof game atm
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hudInfoVisible = controlled.CanSeeCharacter(this, controlled.ViewTarget == null ? controlled.WorldPosition : controlled.ViewTarget.WorldPosition);
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hudInfoVisible = controlled.CanSeeTarget(this, controlled.ViewTarget);
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}
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hudInfoTimer = Rand.Range(0.5f, 1.0f);
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}
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