Updating HUDs of equipped items (= handheld sonars work again)
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@@ -49,9 +49,24 @@ namespace Barotrauma
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if (!character.IsUnconscious && character.Stun <= 0.0f)
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{
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if (character.Inventory != null && !character.LockHands && character.Stun >= -0.1f)
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if (character.Inventory != null)
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{
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character.Inventory.Update(deltaTime);
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if (!character.LockHands && character.Stun >= -0.1f)
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{
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character.Inventory.Update(deltaTime);
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}
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for (int i = 0; i < character.Inventory.Items.Length - 1; i++)
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{
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var item = character.Inventory.Items[i];
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if (item == null || CharacterInventory.limbSlots[i] == InvSlotType.Any) continue;
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foreach (ItemComponent ic in item.components)
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{
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if (ic.DrawHudWhenEquipped) ic.UpdateHUD(character);
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}
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}
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}
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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@@ -80,12 +95,11 @@ namespace Barotrauma
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if (character.Inventory != null)
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{
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for (int i = 0; i< character.Inventory.Items.Length-1; i++)
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for (int i = 0; i < character.Inventory.Items.Length - 1; i++)
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{
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var item = character.Inventory.Items[i];
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if (item == null || CharacterInventory.limbSlots[i]==InvSlotType.Any) continue;
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//var statusHUD = item.GetComponent<StatusHUD>();
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//if (statusHUD == null) continue;
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if (item == null || CharacterInventory.limbSlots[i] == InvSlotType.Any) continue;
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foreach (ItemComponent ic in item.components)
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{
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if (ic.DrawHudWhenEquipped) ic.DrawHUD(spriteBatch, character);
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