Build 0.18.0.0
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@@ -1400,7 +1400,7 @@ namespace Barotrauma
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public void CreatePlayerFrame(GUIComponent parent, bool createPendingText = true, bool alwaysAllowEditing = false)
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{
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UpdatePlayerFrame(
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Character.Controlled?.Info ?? playerInfoContainer.Children?.First().UserData as CharacterInfo,
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Character.Controlled?.Info ?? playerInfoContainer.Children?.First().UserData as CharacterInfo ?? GameMain.Client.CharacterInfo,
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allowEditing: alwaysAllowEditing || campaignCharacterInfo == null,
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parent: parent,
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createPendingText: createPendingText);
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@@ -3131,10 +3131,11 @@ namespace Barotrauma
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retVal[i] = new GUIImage[outfitPreview.Sprites.Count];
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for (int j = 0; j < outfitPreview.Sprites.Count; j++)
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{
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Pair<Sprite, Vector2> sprite = outfitPreview.Sprites[j];
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Sprite sprite = outfitPreview.Sprites[j].sprite;
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Vector2 drawOffset = outfitPreview.Sprites[j].drawOffset;
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float aspectRatio = outfitPreview.Dimensions.Y / outfitPreview.Dimensions.X;
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retVal[i][j] = new GUIImage(new RectTransform(new Vector2(0.7f / aspectRatio, 0.7f), innerFrame.RectTransform, Anchor.Center)
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{ RelativeOffset = sprite.Second / outfitPreview.Dimensions }, sprite.First, scaleToFit: true)
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{ RelativeOffset = drawOffset / outfitPreview.Dimensions }, sprite, scaleToFit: true)
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{
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PressedColor = Color.White,
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CanBeFocused = false
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