Unstable v0.10.6.0 (October 13th 2020)
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@@ -144,17 +144,13 @@ namespace Barotrauma
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protected override ItemInventory GetActiveEquippedSubInventory(int slotIndex)
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{
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var item = Items[slotIndex];
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if (item == null) return null;
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if (item == null) { return null; }
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var container = item.GetComponent<ItemContainer>();
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if (container == null ||
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!character.CanAccessInventory(container.Inventory) ||
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!container.KeepOpenWhenEquipped ||
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!character.HasEquippedItem(container.Item))
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if (container == null || !container.KeepOpenWhenEquippedBy(character))
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{
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return null;
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}
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return container.Inventory;
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}
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@@ -626,7 +622,7 @@ namespace Barotrauma
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{
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var itemContainer = item.GetComponent<ItemContainer>();
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if (itemContainer != null &&
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itemContainer.KeepOpenWhenEquipped &&
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itemContainer.KeepOpenWhenEquippedBy(character) &&
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character.CanAccessInventory(itemContainer.Inventory) &&
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!highlightedSubInventorySlots.Any(s => s.Inventory == itemContainer.Inventory))
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{
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