Build 1.1.4.0
This commit is contained in:
@@ -12,20 +12,9 @@ namespace Barotrauma.Items.Components
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{
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partial class ItemContainer : ItemComponent, IDrawableComponent
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{
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class ActiveContainedItem
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{
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public readonly Item Item;
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public readonly StatusEffect StatusEffect;
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public readonly bool ExcludeBroken;
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public readonly bool ExcludeFullCondition;
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public ActiveContainedItem(Item item, StatusEffect statusEffect, bool excludeBroken, bool excludeFullCondition)
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{
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Item = item;
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StatusEffect = statusEffect;
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ExcludeBroken = excludeBroken;
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ExcludeFullCondition = excludeFullCondition;
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}
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}
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readonly record struct ActiveContainedItem(Item Item, StatusEffect StatusEffect, bool ExcludeBroken, bool ExcludeFullCondition);
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readonly record struct DrawableContainedItem(Item Item, bool Hide, Vector2? ItemPos, float Rotation);
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class SlotRestrictions
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{
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@@ -63,7 +52,9 @@ namespace Barotrauma.Items.Components
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public readonly ItemInventory Inventory;
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private readonly List<ActiveContainedItem> activeContainedItems = new List<ActiveContainedItem>();
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private readonly List<DrawableContainedItem> drawableContainedItems = new List<DrawableContainedItem>();
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private List<ushort>[] itemIds;
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//how many items can be contained
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@@ -351,8 +342,6 @@ namespace Barotrauma.Items.Components
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public void OnItemContained(Item containedItem)
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{
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item.SetContainedItemPositions();
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int index = Inventory.FindIndex(containedItem);
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if (index >= 0 && index < slotRestrictions.Length)
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{
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@@ -362,7 +351,7 @@ namespace Barotrauma.Items.Components
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foreach (var containableItem in slotRestrictions[index].ContainableItems)
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{
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if (!containableItem.MatchesItem(containedItem)) { continue; }
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foreach (StatusEffect effect in containableItem.statusEffects)
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foreach (StatusEffect effect in containableItem.StatusEffects)
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{
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activeContainedItems.Add(new ActiveContainedItem(containedItem, effect, containableItem.ExcludeBroken, containableItem.ExcludeFullCondition));
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}
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@@ -370,6 +359,14 @@ namespace Barotrauma.Items.Components
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}
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}
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var relatedItem = FindContainableItem(containedItem);
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drawableContainedItems.RemoveAll(d => d.Item == containedItem);
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drawableContainedItems.Add(new DrawableContainedItem(containedItem,
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Hide: relatedItem?.Hide ?? false,
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ItemPos: relatedItem?.ItemPos,
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Rotation: relatedItem?.Rotation ?? 0.0f));
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drawableContainedItems.Sort((DrawableContainedItem it1, DrawableContainedItem it2) => Inventory.FindIndex(it1.Item).CompareTo(Inventory.FindIndex(it2.Item)));
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if (item.GetComponent<Planter>() != null)
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{
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GameAnalyticsManager.AddDesignEvent("MicroInteraction:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "null") + ":GardeningPlanted:" + containedItem.Prefab.Identifier);
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@@ -384,6 +381,7 @@ namespace Barotrauma.Items.Components
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// Set the contained items active if there's an item inserted inside the container. Enables e.g. the rifle flashlight when it's attached to the rifle (put inside of it).
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SetContainedActive(true);
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}
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item.SetContainedItemPositions();
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CharacterHUD.RecreateHudTextsIfFocused(item, containedItem);
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OnContainedItemsChanged.Invoke(this);
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}
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@@ -396,6 +394,7 @@ namespace Barotrauma.Items.Components
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public void OnItemRemoved(Item containedItem)
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{
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activeContainedItems.RemoveAll(i => i.Item == containedItem);
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drawableContainedItems.RemoveAll(i => i.Item == containedItem);
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//deactivate if the inventory is empty
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IsActive = activeContainedItems.Count > 0 || Inventory.AllItems.Any(it => it.body != null);
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CharacterHUD.RecreateHudTextsIfFocused(item, containedItem);
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@@ -483,11 +482,11 @@ namespace Barotrauma.Items.Components
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{
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foreach (Item item in Inventory.AllItemsMod)
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{
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item.ApplyStatusEffects(ActionType.OnSuccess, 1.0f, ownerCharacter);
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item.ApplyStatusEffects(ActionType.OnUse, 1.0f, ownerCharacter);
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item.ApplyStatusEffects(ActionType.OnSuccess, 1.0f, ownerCharacter, useTarget: ownerCharacter);
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item.ApplyStatusEffects(ActionType.OnUse, 1.0f, ownerCharacter, useTarget: ownerCharacter);
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item.GetComponent<GeneticMaterial>()?.Equip(ownerCharacter);
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autoInjectCooldown = AutoInjectInterval;
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}
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autoInjectCooldown = AutoInjectInterval;
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}
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}
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@@ -512,10 +511,18 @@ namespace Barotrauma.Items.Components
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if (activeContainedItem.ExcludeFullCondition && contained.IsFullCondition) { continue; }
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StatusEffect effect = activeContainedItem.StatusEffect;
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if (effect.HasTargetType(StatusEffect.TargetType.This))
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if (effect.HasTargetType(StatusEffect.TargetType.This))
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{
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effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
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if (effect.HasTargetType(StatusEffect.TargetType.Contained))
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Contained))
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{
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effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.Character) && item.ParentInventory?.Owner is Character character)
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{
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effect.Apply(ActionType.OnContaining, deltaTime, item, character);
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}
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if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
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effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
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{
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@@ -759,54 +766,50 @@ namespace Barotrauma.Items.Components
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int i = 0;
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Vector2 currentItemPos = transformedItemPos;
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foreach (Item contained in Inventory.AllItems)
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foreach (DrawableContainedItem contained in drawableContainedItems)
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{
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Vector2 itemPos = currentItemPos;
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var relatedItem = FindContainableItem(contained);
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if (relatedItem != null)
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if (contained.ItemPos.HasValue)
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{
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if (relatedItem.ItemPos.HasValue)
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Vector2 pos = contained.ItemPos.Value;
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if (item.body != null)
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{
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Vector2 pos = relatedItem.ItemPos.Value;
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if (item.body != null)
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Matrix transform = Matrix.CreateRotationZ(item.body.Rotation);
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pos.X *= item.body.Dir;
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itemPos = Vector2.Transform(pos, transform) + item.body.Position;
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}
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else
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{
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itemPos = pos;
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// This code is aped based on above. Not tested.
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if (item.FlippedX)
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{
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Matrix transform = Matrix.CreateRotationZ(item.body.Rotation);
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pos.X *= item.body.Dir;
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itemPos = Vector2.Transform(pos, transform) + item.body.Position;
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itemPos.X = -itemPos.X;
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itemPos.X += item.Rect.Width;
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}
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else
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if (item.FlippedY)
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{
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itemPos = pos;
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// This code is aped based on above. Not tested.
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if (item.FlippedX)
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{
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itemPos.X = -itemPos.X;
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itemPos.X += item.Rect.Width;
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}
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if (item.FlippedY)
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{
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itemPos.Y = -itemPos.Y;
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itemPos.Y -= item.Rect.Height;
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}
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itemPos += new Vector2(item.Rect.X, item.Rect.Y);
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if (Math.Abs(item.RotationRad) > 0.01f)
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{
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Matrix transform = Matrix.CreateRotationZ(item.RotationRad);
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itemPos = Vector2.Transform(itemPos - item.Position, transform) + item.Position;
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}
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itemPos.Y = -itemPos.Y;
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itemPos.Y -= item.Rect.Height;
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}
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itemPos += new Vector2(item.Rect.X, item.Rect.Y);
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if (Math.Abs(item.RotationRad) > 0.01f)
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{
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Matrix transform = Matrix.CreateRotationZ(item.RotationRad);
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itemPos = Vector2.Transform(itemPos - item.Position, transform) + item.Position;
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}
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}
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}
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}
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if (contained.body != null)
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if (contained.Item.body != null)
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{
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try
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{
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Vector2 simPos = ConvertUnits.ToSimUnits(itemPos);
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float rotation = itemRotation;
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if (relatedItem != null && relatedItem.Rotation != 0)
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if (contained.Rotation != 0)
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{
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rotation = MathHelper.ToRadians(relatedItem.Rotation);
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rotation = MathHelper.ToRadians(contained.Rotation);
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}
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if (item.body != null)
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{
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@@ -817,29 +820,29 @@ namespace Barotrauma.Items.Components
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{
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rotation += -item.RotationRad;
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}
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contained.body.FarseerBody.SetTransformIgnoreContacts(ref simPos, rotation);
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contained.body.SetPrevTransform(contained.body.SimPosition, contained.body.Rotation);
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contained.body.UpdateDrawPosition();
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contained.Item.body.FarseerBody.SetTransformIgnoreContacts(ref simPos, rotation);
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contained.Item.body.SetPrevTransform(contained.Item.body.SimPosition, contained.Item.body.Rotation);
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contained.Item.body.UpdateDrawPosition();
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}
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catch (Exception e)
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{
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DebugConsole.Log("SetTransformIgnoreContacts threw an exception in SetContainedItemPositions (" + e.Message + ")\n" + e.StackTrace.CleanupStackTrace());
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GameAnalyticsManager.AddErrorEventOnce("ItemContainer.SetContainedItemPositions.InvalidPosition:" + contained.Name,
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GameAnalyticsManager.AddErrorEventOnce("ItemContainer.SetContainedItemPositions.InvalidPosition:" + contained.Item.Name,
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GameAnalyticsManager.ErrorSeverity.Error,
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"SetTransformIgnoreContacts threw an exception in SetContainedItemPositions (" + e.Message + ")\n" + e.StackTrace.CleanupStackTrace());
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}
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contained.body.Submarine = item.Submarine;
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contained.Item.body.Submarine = item.Submarine;
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}
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contained.Rect =
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contained.Item.Rect =
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new Rectangle(
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(int)(itemPos.X - contained.Rect.Width / 2.0f),
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(int)(itemPos.Y + contained.Rect.Height / 2.0f),
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contained.Rect.Width, contained.Rect.Height);
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(int)(itemPos.X - contained.Item.Rect.Width / 2.0f),
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(int)(itemPos.Y + contained.Item.Rect.Height / 2.0f),
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contained.Item.Rect.Width, contained.Item.Rect.Height);
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contained.Submarine = item.Submarine;
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contained.CurrentHull = item.CurrentHull;
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contained.SetContainedItemPositions();
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contained.Item.Submarine = item.Submarine;
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contained.Item.CurrentHull = item.CurrentHull;
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contained.Item.SetContainedItemPositions();
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i++;
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if (Math.Abs(ItemInterval.X) > 0.001f && Math.Abs(ItemInterval.Y) > 0.001f)
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