Made game compilable
Networking functionality is fully disabled now. I think it's time to start rewriting everything. OH BOY
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@@ -235,8 +235,8 @@ namespace Barotrauma
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Items[index] = null;
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//swapping the items failed -> move them back to where they were
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TryPutItem(item, currentIndex, false, false);
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TryPutItem(existingItem, index, false, false);
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TryPutItem(item, currentIndex, false);
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TryPutItem(existingItem, index, false);
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}
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}
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@@ -287,7 +287,7 @@ namespace Barotrauma
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{
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if (doubleClickedItem.ParentInventory != this)
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{
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TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
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TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots);
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}
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else
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{
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@@ -296,24 +296,24 @@ namespace Barotrauma
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var selectedContainer = character.SelectedConstruction.GetComponent<ItemContainer>();
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if (selectedContainer != null && selectedContainer.Inventory != null)
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{
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selectedContainer.Inventory.TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
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selectedContainer.Inventory.TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots);
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}
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}
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else if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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{
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character.SelectedCharacter.Inventory.TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
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character.SelectedCharacter.Inventory.TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots);
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}
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else //doubleclicked and no other inventory is selected
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{
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//not equipped -> attempt to equip
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if (IsInLimbSlot(doubleClickedItem, InvSlotType.Any))
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{
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TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots.FindAll(i => i != InvSlotType.Any), true);
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TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots.FindAll(i => i != InvSlotType.Any));
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}
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//equipped -> attempt to unequip
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else if (doubleClickedItem.AllowedSlots.Contains(InvSlotType.Any))
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{
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TryPutItem(doubleClickedItem, new List<InvSlotType>() { InvSlotType.Any }, true);
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TryPutItem(doubleClickedItem, new List<InvSlotType>() { InvSlotType.Any });
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}
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}
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}
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