Completely destroyed game
Looks like a lot more than just netcode is getting rewritten. Removing coroutines because there are better ways of handling asynchronous tasks, removing filestream because that's to be reimplemented later
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@@ -63,17 +63,7 @@ namespace Barotrauma.Items.Components
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if (PickingTime>0.0f)
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{
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CoroutineManager.StartCoroutine(WaitForPick(picker, PickingTime));
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//create a networkevent here, because the item doesn't count as picked yet and the character won't create one
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new NetworkEvent(NetworkEventType.PickItem, picker.ID, true,
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new int[]
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{
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item.ID,
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picker.IsKeyHit(InputType.Select) ? 1 : 0,
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picker.IsKeyHit(InputType.Use) ? 1 : 0
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});
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return false;
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}
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else
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@@ -86,7 +76,7 @@ namespace Barotrauma.Items.Components
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private bool OnPicked(Character picker)
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{
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if (picker.Inventory.TryPutItem(item, allowedSlots, picker == Character.Controlled))
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if (picker.Inventory.TryPutItem(item, allowedSlots))
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{
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if (!picker.HasSelectedItem(item) && item.body != null) item.body.Enabled = false;
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this.picker = picker;
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@@ -253,7 +253,7 @@ namespace Barotrauma.Items.Components
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Item item = MapEntity.FindEntityByID(itemIds[i]) as Item;
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if (item == null) continue;
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Inventory.TryPutItem(item, i, false, false);
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Inventory.TryPutItem(item, i, false);
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}
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itemIds = null;
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