v0.19.0.0 (unstable)
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@@ -169,7 +169,7 @@ namespace Barotrauma.Items.Components
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//attempting to pick does not select the item, so if it is selected at this point, another ItemComponent
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//must have been selected and we should not keep deattaching (happens when for example interacting with
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//an electrical component while holding both a screwdriver and a wrench).
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if (picker.SelectedConstruction == item ||
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if (picker.IsAnySelectedItem(item)||
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picker.IsKeyDown(InputType.Aim) ||
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!picker.CanInteractWith(item) ||
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item.Removed || item.ParentInventory != null)
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@@ -187,7 +187,7 @@ namespace Barotrauma.Items.Components
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!string.IsNullOrWhiteSpace(PickingMsg) ? PickingMsg : this is Door ? "progressbar.opening" : "progressbar.deattaching");
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#endif
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picker.AnimController.UpdateUseItem(true, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((pickTimer / 10.0f) % 0.1f));
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picker.AnimController.UpdateUseItem(!picker.IsClimbing, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((pickTimer / 10.0f) % 0.1f));
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pickTimer += CoroutineManager.DeltaTime;
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yield return CoroutineStatus.Running;
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@@ -208,7 +208,7 @@ namespace Barotrauma.Items.Components
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{
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if (picker != null)
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{
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picker.AnimController.Anim = AnimController.Animation.None;
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picker.AnimController.StopUsingItem();
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picker.PickingItem = null;
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}
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if (pickingCoroutine != null)
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