v0.12.0.2
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@@ -95,11 +95,11 @@ namespace Barotrauma.Items.Components
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// TODO, This works fine as of now but if GUI.PreventElementOverlap ever gets fixed this block of code may become obsolete or detrimental.
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// Only do this if there's only one linked component. If you link more containers then may
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// GUI.PreventElementOverlap have mercy on your HUD layout
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if (GuiFrame != null && item.linkedTo.Count(entity => entity is Item item && item.DisplaySideBySideWhenLinked) == 1)
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if (GuiFrame != null && item.linkedTo.Count(entity => entity is Item { DisplaySideBySideWhenLinked: true }) == 1)
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{
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foreach (MapEntity linkedTo in item.linkedTo)
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{
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if (!(linkedTo is Item linkedItem) || !linkedItem.DisplaySideBySideWhenLinked) { continue; }
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if (!(linkedTo is Item { DisplaySideBySideWhenLinked: true } linkedItem)) { continue; }
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if (!linkedItem.Components.Any()) { continue; }
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var itemContainer = linkedItem.GetComponent<ItemContainer>();
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@@ -108,8 +108,8 @@ namespace Barotrauma.Items.Components
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// how much spacing do we want between the components
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var padding = (int) (8 * GUI.Scale);
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// Move the linked container to the right and move the deconstructor to the left
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itemContainer.GuiFrame.RectTransform.AbsoluteOffset = new Point(100, 0);
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GuiFrame.RectTransform.AbsoluteOffset = new Point(-100, 0);
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itemContainer.GuiFrame.RectTransform.AbsoluteOffset = new Point(GuiFrame.Rect.Width / -2 - padding, 0);
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GuiFrame.RectTransform.AbsoluteOffset = new Point(itemContainer.GuiFrame.Rect.Width / 2 + padding, 0);
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}
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}
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return base.Select(character);
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@@ -126,7 +126,7 @@ namespace Barotrauma.Items.Components
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private void DrawOverLay(SpriteBatch spriteBatch, GUICustomComponent overlayComponent)
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{
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overlayComponent.RectTransform.SetAsLastChild();
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var lastSlot = inputContainer.Inventory.slots.Last();
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var lastSlot = inputContainer.Inventory.visualSlots.Last();
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GUI.DrawRectangle(spriteBatch,
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new Rectangle(
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