(541e3ffbe) Check that the mask is equipped in the head before trying to unequip.
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@@ -179,7 +179,7 @@ namespace Barotrauma
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if (takeMaskOff)
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if (takeMaskOff)
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{
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{
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var mask = Character.Inventory.FindItemByIdentifier("divingmask");
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var mask = Character.Inventory.FindItemByIdentifier("divingmask");
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if (mask != null)
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if (mask != null && Character.Inventory.IsInLimbSlot(mask, InvSlotType.Head))
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{
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{
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// Try to put the mask in an Any slot, and drop it if that fails
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// Try to put the mask in an Any slot, and drop it if that fails
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if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
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if (!mask.AllowedSlots.Contains(InvSlotType.Any) || !Character.Inventory.TryPutItem(mask, Character, new List<InvSlotType>() { InvSlotType.Any }))
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@@ -132,7 +132,8 @@ namespace Barotrauma
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{
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{
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if (!character.SelectedItems.Contains(Weapon))
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if (!character.SelectedItems.Contains(Weapon))
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{
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{
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if (character.Inventory.TryPutItem(Weapon, 3, true, false, character))
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var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
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if (character.Inventory.TryPutItem(Weapon, character, slots))
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{
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{
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Weapon.Equip(character);
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Weapon.Equip(character);
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}
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}
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@@ -26,10 +26,6 @@ namespace Barotrauma.Items.Components
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private float blinkTimer;
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private float blinkTimer;
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private bool itemLoaded;
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private float blinkTimer;
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public PhysicsBody ParentBody;
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public PhysicsBody ParentBody;
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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