Removing & spawning entities in the same order as the server, EntitySpawner does both removing and spawning
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@@ -68,11 +68,11 @@ namespace Barotrauma.Items.Components
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DebugConsole.ThrowError("Tried to deconstruct item \""+targetItem.Name+"\" but couldn't find item prefab \""+deconstructProduct+"\"!");
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continue;
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}
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Item.Spawner.QueueItem(itemPrefab, containers[1].Inventory);
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Item.Spawner.AddToSpawnQueue(itemPrefab, containers[1].Inventory);
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}
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container.Inventory.RemoveItem(targetItem);
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Item.Remover.QueueItem(targetItem);
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Item.Spawner.AddToRemoveQueue(targetItem);
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activateButton.Text = "Deconstruct";
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progressBar.BarSize = 0.0f;
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@@ -321,14 +321,12 @@ namespace Barotrauma.Items.Components
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var requiredItem = containers[0].Inventory.Items.FirstOrDefault(it => it != null && it.Prefab == ip.Item1);
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if (requiredItem == null) continue;
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Item.Remover.QueueItem(requiredItem);
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Item.Spawner.AddToRemoveQueue(requiredItem);
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containers[0].Inventory.RemoveItem(requiredItem);
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}
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}
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Item.Spawner.QueueItem(fabricatedItem.TargetItem, containers[1].Inventory);
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Item.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, containers[1].Inventory);
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CancelFabricating();
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}
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