v1.0.20.1 (summer patch)

This commit is contained in:
itchyOwl
2023-06-15 16:46:54 +03:00
parent 6acac1d143
commit 83de72e3d2
209 changed files with 4497 additions and 2488 deletions
@@ -995,10 +995,18 @@ namespace Barotrauma
}
}
}
if (HumanAIController.HasItem(character, "handlocker".ToIdentifier(), out IEnumerable<Item> matchingItems) && !Enemy.IsUnconscious && Enemy.IsKnockedDown && character.CanInteractWith(Enemy))
//prefer using handcuffs already on the enemy's inventory
if (!HumanAIController.HasItem(Enemy, "handlocker".ToIdentifier(), out IEnumerable<Item> matchingItems))
{
HumanAIController.HasItem(character, "handlocker".ToIdentifier(), out matchingItems);
}
if (matchingItems.Any() &&
!Enemy.IsUnconscious && Enemy.IsKnockedDown && character.CanInteractWith(Enemy) && !Enemy.LockHands)
{
var handCuffs = matchingItems.First();
if (!HumanAIController.TakeItem(handCuffs, Enemy.Inventory, equip: true))
if (!HumanAIController.TakeItem(handCuffs, Enemy.Inventory, equip: true, wear: true))
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Failed to handcuff the target.", Color.Red);