Unstable 0.15.15.0 (and the one before it I forgor)
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@@ -101,7 +101,7 @@ namespace Barotrauma
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private float currentHighlightState, fadeInDuration, fadeOutDuration;
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private Color currentHighlightColor;
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private IEnumerable<object> UpdateBorderHighlight()
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private IEnumerable<CoroutineStatus> UpdateBorderHighlight()
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{
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HighlightTimer = 1.0f;
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while (currentHighlightState < fadeInDuration + fadeOutDuration)
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@@ -1255,9 +1255,18 @@ namespace Barotrauma
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else
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{
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bool anySuccess = false;
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bool allowCombine = true;
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//if we're dragging a stack of partial items or trying to drag to a stack of partial items
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//(which should not normally exist, but can happen when e.g. fire damages a stack of items)
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//don't allow combining because it leads to weird behavior (stack of items of mixed quality)
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if (DraggingItems.Count(it => !it.IsFullCondition && it.Condition > 0.0f) > 1 ||
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selectedInventory.GetItemsAt(slotIndex).Count(it => !it.IsFullCondition && it.Condition > 0.0f) > 1)
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{
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allowCombine = false;
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}
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foreach (Item item in DraggingItems)
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{
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bool success = selectedInventory.TryPutItem(item, slotIndex, allowSwapping: !anySuccess, true, Character.Controlled);
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bool success = selectedInventory.TryPutItem(item, slotIndex, allowSwapping: !anySuccess, allowCombine, Character.Controlled);
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anySuccess |= success;
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if (!success) { break; }
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}
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@@ -1673,7 +1682,7 @@ namespace Barotrauma
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}
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sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale);
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if ((!item.AllowStealing || (inventory != null && inventory.slots[slotIndex].Items.Any(it => !it.AllowStealing))) && CharacterInventory.LimbSlotIcons.ContainsKey(InvSlotType.LeftHand))
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if (((item.SpawnedInCurrentOutpost && !item.AllowStealing) || (inventory != null && inventory.slots[slotIndex].Items.Any(it => it.SpawnedInCurrentOutpost && !it.AllowStealing))) && CharacterInventory.LimbSlotIcons.ContainsKey(InvSlotType.LeftHand))
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{
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var stealIcon = CharacterInventory.LimbSlotIcons[InvSlotType.LeftHand];
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Vector2 iconSize = new Vector2(25 * GUI.Scale);
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@@ -1818,7 +1827,7 @@ namespace Barotrauma
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}
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}
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private IEnumerable<object> SyncItemsAfterDelay(UInt16 lastEventID)
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private IEnumerable<CoroutineStatus> SyncItemsAfterDelay(UInt16 lastEventID)
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{
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while (syncItemsDelay > 0.0f ||
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//don't apply inventory updates until
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