diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs index 132a7cfc6..509675c09 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs @@ -60,11 +60,6 @@ namespace Barotrauma public CrewManager(XElement element, bool isSinglePlayer) : this(isSinglePlayer) - { - return characterListBox.Rect; - } - - partial void InitProjectSpecific() { guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent) { diff --git a/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/Wire.cs b/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/Wire.cs index 3a428089a..0f3bfa0d7 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/Wire.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/Wire.cs @@ -131,6 +131,12 @@ namespace Barotrauma.Items.Components //dragging a node of some wire if (draggingWire != null) { + if (Character.Controlled != null) + { + Character.Controlled.FocusedItem = null; + Character.Controlled.ResetInteract = true; + Character.Controlled.ClearInputs(); + } //cancel dragging if (!PlayerInput.LeftButtonHeld()) { @@ -178,6 +184,11 @@ namespace Barotrauma.Items.Components { if (PlayerInput.LeftButtonClicked()) { + if (Character.Controlled != null) + { + Character.Controlled.ResetInteract = true; + Character.Controlled.ClearInputs(); + } int closestSectionIndex = selectedWire.GetClosestSectionIndex(mousePos, sectionSelectDist, out _); if (closestSectionIndex > -1) { @@ -196,6 +207,11 @@ namespace Barotrauma.Items.Components //start dragging the node if (PlayerInput.LeftButtonHeld()) { + if (Character.Controlled != null) + { + Character.Controlled.ResetInteract = true; + Character.Controlled.ClearInputs(); + } draggingWire = selectedWire; selectedNodeIndex = closestIndex; } @@ -249,6 +265,13 @@ namespace Barotrauma.Items.Components { highlighted.item.IsHighlighted = true; + if (Character.Controlled != null) + { + Character.Controlled.FocusedItem = null; + Character.Controlled.ResetInteract = true; + Character.Controlled.ClearInputs(); + } + if (PlayerInput.LeftButtonClicked()) { MapEntity.DisableSelect = true;