(3a5d98b) v0.9.6.0
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@@ -85,8 +85,7 @@ namespace Barotrauma
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{
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if (character.Inventory != null)
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{
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if (!character.LockHands && character.Stun < 0.1f &&
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(character.SelectedConstruction == null || character.SelectedConstruction?.GetComponent<Controller>()?.User != character))
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if (!LockInventory(character))
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{
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character.Inventory.Update(deltaTime, cam);
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}
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@@ -325,7 +324,7 @@ namespace Barotrauma
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}
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if (character.Inventory != null && !character.LockHands)
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{
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character.Inventory.Locked = (character.SelectedConstruction?.GetComponent<Controller>()?.User == character);
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character.Inventory.Locked = LockInventory(character);
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character.Inventory.DrawOwn(spriteBatch);
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character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ?
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CharacterInventory.Layout.Default :
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@@ -368,6 +367,17 @@ namespace Barotrauma
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}
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}
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private static bool LockInventory(Character character)
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{
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if (character?.Inventory == null || !character.AllowInput || character.LockHands) { return true; }
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//lock if using a controller, except if we're also using a connection panel in the same item
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return
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character.SelectedConstruction != null &&
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character.SelectedConstruction?.GetComponent<Controller>()?.User == character &&
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character.SelectedConstruction?.GetComponent<ConnectionPanel>()?.User != character;
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}
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private static void DrawOrderIndicator(SpriteBatch spriteBatch, Camera cam, Character character, Order order, float iconAlpha = 1.0f)
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{
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if (order.TargetAllCharacters)
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