(99feac023) Unstable 0.9.704.0
This commit is contained in:
@@ -16,6 +16,7 @@ namespace Barotrauma
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partial class CharacterInventory : Inventory
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{
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private const int hotkeyCount = 5;
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private Character character;
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public InvSlotType[] SlotTypes
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@@ -52,16 +53,7 @@ namespace Barotrauma
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{
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DebugConsole.ThrowError("Error in the inventory config of \"" + character.SpeciesName + "\" - " + slotTypeNames[i] + " is not a valid inventory slot type.");
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}
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SlotTypes[i] = parsedSlotType;
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switch (SlotTypes[i])
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{
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//case InvSlotType.Head:
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//case InvSlotType.OuterClothes:
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case InvSlotType.LeftHand:
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case InvSlotType.RightHand:
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hideEmptySlot[i] = true;
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break;
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}
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SlotTypes[i] = parsedSlotType;
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}
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InitProjSpecific(element);
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@@ -130,25 +122,25 @@ namespace Barotrauma
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/// <summary>
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/// If there is no room in the generic inventory (InvSlotType.Any), check if the item can be auto-equipped into its respective limbslot
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/// </summary>
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public bool TryPutItemWithAutoEquipCheck(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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public bool TryPutItemWithAutoEquipCheck(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true, bool preferNonHotkeys = false)
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{
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// Does not auto-equip the item if specified and no suitable any slot found (for example handcuffs are not auto-equipped)
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if (item.AllowedSlots.Contains(InvSlotType.Any))
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{
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var wearable = item.GetComponent<Wearable>();
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if (wearable != null && !wearable.AutoEquipWhenFull && CheckIfAnySlotAvailable(item, false) == -1)
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if (wearable != null && !wearable.AutoEquipWhenFull && CheckIfAnySlotAvailable(item, false, preferNonHotkeys) == -1)
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{
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return false;
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}
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}
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return TryPutItem(item, user, allowedSlots, createNetworkEvent);
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return TryPutItem(item, user, allowedSlots, createNetworkEvent, preferNonHotkeys);
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}
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/// <summary>
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/// If there is room, puts the item in the inventory and returns true, otherwise returns false
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/// </summary>
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public override bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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public override bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true, bool preferNonHotkeys = false)
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{
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if (allowedSlots == null || !allowedSlots.Any()) return false;
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@@ -172,7 +164,7 @@ namespace Barotrauma
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//try to place the item in a LimbSlot.Any slot if that's allowed
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if (allowedSlots.Contains(InvSlotType.Any) && item.AllowedSlots.Contains(InvSlotType.Any))
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{
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int freeIndex = CheckIfAnySlotAvailable(item, inWrongSlot);
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int freeIndex = CheckIfAnySlotAvailable(item, inWrongSlot, preferNonHotkeys);
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if (freeIndex > -1)
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{
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PutItem(item, freeIndex, user, true, createNetworkEvent);
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@@ -215,60 +207,30 @@ namespace Barotrauma
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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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if (!hideEmptySlot[i] || SlotTypes[currentSlot] != InvSlotType.Any) removeFromOtherSlots = true;
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}
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bool removeFromOtherSlots = item.ParentInventory != this || (placedInSlot == -1 && inWrongSlot);
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PutItem(item, i, user, removeFromOtherSlots, createNetworkEvent);
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item.Equip(character);
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placedInSlot = i;
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}
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}
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if (placedInSlot > -1)
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{
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if (item.AllowedSlots.Contains(InvSlotType.Any) && hideEmptySlot[placedInSlot])
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{
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bool isInAnySlot = false;
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] == InvSlotType.Any && Items[i]==item)
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{
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isInAnySlot = true;
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break;
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}
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}
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if (!isInAnySlot)
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{
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] == InvSlotType.Any && Items[i] == null)
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{
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Items[i] = item;
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break;
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}
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}
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}
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}
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return true;
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}
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}
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}
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return placedInSlot > -1;
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}
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public int CheckIfAnySlotAvailable(Item item, bool inWrongSlot)
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public int CheckIfAnySlotAvailable(Item item, bool inWrongSlot, bool preferNonHotkeys)
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{
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for (int i = 0; i < capacity; i++)
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] != InvSlotType.Any) continue;
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if (Items[i] == item)
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{
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if (SlotTypes[i] != InvSlotType.Any) continue;
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if (Items[i] == item)
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{
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return i;
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}
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return i;
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}
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}
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if (!preferNonHotkeys)
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{
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] != InvSlotType.Any) continue;
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@@ -283,11 +245,45 @@ namespace Barotrauma
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return i;
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}
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}
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else
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{
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int hotkeysCounted = 0;
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// First go through non-hotkeyed slots
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for (int i = 0; i < capacity; i++)
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{
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if (SlotTypes[i] != InvSlotType.Any) continue;
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hotkeysCounted++;
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if (hotkeysCounted <= hotkeyCount) continue;
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if (inWrongSlot)
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{
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if (Items[i] != item && Items[i] != null) continue;
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}
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else
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{
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if (Items[i] != null) continue;
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}
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#if CLIENT
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if (!inventoryOpen)
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{
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ToggleInventory();
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}
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#endif
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return i;
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}
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// Then redo with no preference
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return CheckIfAnySlotAvailable(item, inWrongSlot, false);
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}
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return -1;
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}
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public override bool TryPutItem(Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
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public override bool TryPutItem(Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true, bool avoidHotkeys = false)
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{
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if (index < 0 || index >= Items.Length)
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{
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@@ -110,6 +110,12 @@ namespace Barotrauma.Items.Components
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hitTargets.Clear();
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IsActive = true;
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if (item.AiTarget != null)
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{
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item.AiTarget.SoundRange = item.AiTarget.MaxSoundRange;
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item.AiTarget.SightRange = item.AiTarget.MaxSightRange;
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}
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return false;
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}
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@@ -82,7 +82,7 @@ namespace Barotrauma.Items.Components
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public virtual bool OnPicked(Character picker)
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{
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if (picker.Inventory.TryPutItemWithAutoEquipCheck(item, picker, allowedSlots))
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if (picker.Inventory.TryPutItemWithAutoEquipCheck(item, picker, allowedSlots, true, true))
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{
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if (!picker.HasSelectedItem(item) && item.body != null) item.body.Enabled = false;
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this.picker = picker;
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@@ -36,7 +36,6 @@ namespace Barotrauma.Items.Components
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public Propulsion(Item item, XElement element)
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: base(item,element)
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{
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ResetSoundRange();
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}
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public override bool Use(float deltaTime, Character character = null)
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@@ -106,19 +105,5 @@ namespace Barotrauma.Items.Components
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item.AiTarget.SoundRange = item.AiTarget.MaxSoundRange;
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}
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}
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public override void Unequip(Character character)
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{
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base.Unequip(character);
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ResetSoundRange();
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}
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private void ResetSoundRange()
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{
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if (item.AiTarget != null)
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{
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item.AiTarget.SoundRange = item.AiTarget.MinSoundRange;
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}
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}
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}
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}
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@@ -82,14 +82,21 @@ namespace Barotrauma.Items.Components
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degreeOfFailure *= degreeOfFailure;
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return MathHelper.ToRadians(MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure));
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || character.Removed) return false;
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if ((item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) || reloadTimer > 0.0f) return false;
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if (character == null || character.Removed) { return false; }
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if ((item.RequireAimToUse && !character.IsKeyDown(InputType.Aim)) || reloadTimer > 0.0f) { return false; }
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IsActive = true;
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reloadTimer = reload;
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if (item.AiTarget != null)
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{
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item.AiTarget.SoundRange = item.AiTarget.MaxSoundRange;
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item.AiTarget.SightRange = item.AiTarget.MaxSightRange;
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}
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List<Body> limbBodies = new List<Body>();
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foreach (Limb l in character.AnimController.Limbs)
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{
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@@ -95,8 +95,10 @@ namespace Barotrauma.Items.Components
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Force = MathHelper.Lerp(force, (Voltage < MinVoltage) ? 0.0f : targetForce, 0.1f);
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if (Math.Abs(Force) > 1.0f)
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{
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//arbitrary multiplier that was added to changes in submarine mass without having to readjust all engines
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float forceMultiplier = 0.1f;
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float voltageFactor = MinVoltage <= 0.0f ? 1.0f : Math.Min(Voltage / MinVoltage, 1.0f);
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Vector2 currForce = new Vector2((force / 10.0f) * maxForce * voltageFactor, 0.0f);
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Vector2 currForce = new Vector2(force * maxForce * forceMultiplier * voltageFactor, 0.0f);
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//less effective when in a bad condition
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currForce *= MathHelper.Lerp(0.5f, 2.0f, item.Condition / item.MaxCondition);
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@@ -107,12 +109,12 @@ namespace Barotrauma.Items.Components
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if (item.AiTarget != null)
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{
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var aiTarget = item.AiTarget;
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aiTarget.SoundRange = MathHelper.Lerp(aiTarget.MinSoundRange, aiTarget.MaxSoundRange, currForce.Length() / maxForce);
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aiTarget.SoundRange = MathHelper.Lerp(aiTarget.MinSoundRange, aiTarget.MaxSoundRange, Math.Min(currForce.Length() * forceMultiplier / maxForce, 1.0f));
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}
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if (item.CurrentHull != null)
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{
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var aiTarget = item.CurrentHull.AiTarget;
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float noise = MathHelper.Lerp(aiTarget.MinSoundRange, aiTarget.MaxSoundRange, currForce.Length() / maxForce);
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float noise = MathHelper.Lerp(aiTarget.MinSoundRange, aiTarget.MaxSoundRange, Math.Min(currForce.Length() * forceMultiplier / maxForce, 1.0f));
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aiTarget.SoundRange = Math.Max(noise, aiTarget.SoundRange);
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}
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#if CLIENT
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@@ -79,7 +79,14 @@ namespace Barotrauma.Items.Components
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public float Range
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{
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get { return range; }
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set { range = MathHelper.Clamp(value, 0.0f, 100000.0f); }
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set
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{
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range = MathHelper.Clamp(value, 0.0f, 100000.0f);
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if (item?.AiTarget != null && item.AiTarget.MaxSoundRange <= 0)
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{
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item.AiTarget.MaxSoundRange = range;
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}
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}
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}
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[Serialize(false, false, description: "Should the sonar display the walls of the submarine it is inside.")]
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@@ -84,13 +84,10 @@ namespace Barotrauma.Items.Components
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{
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if (sender == null || sender.channel != channel) { return false; }
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if (sender.TeamID != Character.TeamType.None && TeamID != Character.TeamType.None)
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if (sender.TeamID != TeamID)
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{
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if (sender.TeamID != TeamID)
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{
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return false;
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}
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}
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return false;
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}
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if (Vector2.DistanceSquared(item.WorldPosition, sender.item.WorldPosition) > sender.range * sender.range) { return false; }
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@@ -264,7 +264,7 @@ namespace Barotrauma.Items.Components
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Character user = item.ParentInventory?.Owner as Character;
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removeNodeDelay = (user?.SelectedConstruction == null) ? removeNodeDelay - deltaTime : 0.5f;
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Submarine sub = null;
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Submarine sub = item.Submarine;
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if (connections[0] != null && connections[0].Item.Submarine != null) { sub = connections[0].Item.Submarine; }
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if (connections[1] != null && connections[1].Item.Submarine != null) { sub = connections[1].Item.Submarine; }
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@@ -14,7 +14,6 @@ namespace Barotrauma
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protected readonly int capacity;
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public Item[] Items;
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protected bool[] hideEmptySlot;
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public bool Locked;
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@@ -32,21 +31,16 @@ namespace Barotrauma
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this.Owner = owner;
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Items = new Item[capacity];
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hideEmptySlot = new bool[capacity];
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#if CLIENT
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this.slotsPerRow = slotsPerRow;
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if (SlotSpriteSmall == null)
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if (DraggableIndicator == null)
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{
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//TODO: define these in xml
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SlotSpriteSmall = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(0, 0, 128, 128), null, 0);
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// Adjustment to match the old size of 75,71
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SlotSpriteSmall.size = new Vector2(SlotSpriteSmall.SourceRect.Width * 0.5859375f, SlotSpriteSmall.SourceRect.Height * 0.5546875f);
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DraggableIndicator = GUI.Style.GetComponentStyle("GUIDragIndicator").Sprites[GUIComponent.ComponentState.None][0].Sprite;
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slotHotkeySprite = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(128, 0, 128, 128), null, 0);
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EquipIndicator = new Sprite("Content/UI/inventoryAtlas.png", new Rectangle(673, 182, 73, 27), new Vector2(0.5f, 0.5f), 0);
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EquipIndicatorHighlight = new Sprite("Content/UI/inventoryAtlas.png", new Rectangle(679, 108, 67, 21), new Vector2(0.5f, 0.5f), 0);
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EquipIndicator = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(137, 10, 112, 25), new Vector2(0.5f, 1f), 0);
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EquipIndicator.size = new Vector2(EquipIndicator.SourceRect.Width * 0.682f, EquipIndicator.SourceRect.Height * 0.682f);
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}
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#endif
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}
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@@ -108,7 +102,7 @@ namespace Barotrauma
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/// <summary>
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/// If there is room, puts the item in the inventory and returns true, otherwise returns false
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/// </summary>
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public virtual bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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public virtual bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true, bool avoidHotkeys = false)
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{
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int slot = FindAllowedSlot(item);
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if (slot < 0) return false;
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@@ -117,7 +111,7 @@ namespace Barotrauma
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return true;
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}
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public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
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public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true, bool avoidHotkeys = false)
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{
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if (i < 0 || i >= Items.Length)
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{
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@@ -47,9 +47,9 @@ namespace Barotrauma
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return (item != null && Items[i] == null && container.CanBeContained(item));
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}
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public override bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
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public override bool TryPutItem(Item item, Character user, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true, bool preferNonHotkeys = false)
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{
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bool wasPut = base.TryPutItem(item, user, allowedSlots, createNetworkEvent);
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bool wasPut = base.TryPutItem(item, user, allowedSlots, createNetworkEvent, preferNonHotkeys);
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if (wasPut)
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{
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@@ -68,9 +68,9 @@ namespace Barotrauma
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return wasPut;
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}
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public override bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true)
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public override bool TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent = true, bool preferNonHotkeys = false)
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{
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bool wasPut = base.TryPutItem(item, i, allowSwapping, allowCombine, user, createNetworkEvent);
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bool wasPut = base.TryPutItem(item, i, allowSwapping, allowCombine, user, createNetworkEvent, preferNonHotkeys);
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if (wasPut)
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{
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