"Subinventory" (= jumpsuit pockets etc) bugfixes, quest message fix
This commit is contained in:
@@ -103,7 +103,9 @@
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<sprite texture="engigear.png" limb="LeftLeg" sourcerect="33,0,20,51" origin="0.5,0.5" depth="0.15" hidelimb="true"/>
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<sprite texture="engigear.png" limb="LeftLeg" sourcerect="33,0,20,51" origin="0.5,0.5" depth="0.15" hidelimb="true"/>
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</Wearable>
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</Wearable>
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<ItemContainer containable="smallitem" capacity="5"/>
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<ItemContainer capacity="5">
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<Containable name="smallitem"/>
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</ItemContainer>
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</Item>
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</Item>
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<Item
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<Item
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@@ -127,7 +129,9 @@
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<sprite texture="engigear.png" limb="LeftLeg" sourcerect="33,77,20,51" origin="0.5,0.5" depth="0.15" hidelimb="true"/>
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<sprite texture="engigear.png" limb="LeftLeg" sourcerect="33,77,20,51" origin="0.5,0.5" depth="0.15" hidelimb="true"/>
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</Wearable>
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</Wearable>
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<ItemContainer containable="smallitem" capacity="5"/>
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<ItemContainer capacity="5">
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<Containable name="smallitem"/>
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</ItemContainer>
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</Item>
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</Item>
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</Items>
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</Items>
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@@ -9,7 +9,7 @@
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failuremessage="Retrieving the artifact failed"
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failuremessage="Retrieving the artifact failed"
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successmessage="The artifact has been succesfully retrieved"
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successmessage="The artifact has been succesfully retrieved"
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itemname="Skyholder Artifact">
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itemname="Skyholder Artifact">
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<message header="Artifact collected" message="The artifact is now on board. Navigate the submarine out of the cavern to claim the reward."/>
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<message header="Artifact collected" text="The artifact is now on board. Navigate the submarine out of the cavern to claim the reward."/>
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</SalvageQuest>
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</SalvageQuest>
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<SalvageQuest
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<SalvageQuest
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@@ -21,7 +21,7 @@
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failuremessage="Retrieving the artifact failed"
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failuremessage="Retrieving the artifact failed"
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successmessage="The artifact has been succesfully retrieved"
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successmessage="The artifact has been succesfully retrieved"
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itemname="Thermal Artifact">
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itemname="Thermal Artifact">
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<message header="Artifact collected" message="The artifact is now on board. Navigate the submarine out of the cavern to claim the reward."/>
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<message header="Artifact collected" text="The artifact is now on board. Navigate the submarine out of the cavern to claim the reward."/>
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</SalvageQuest>
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</SalvageQuest>
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<MonsterQuest
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<MonsterQuest
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@@ -32,7 +32,7 @@
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radarlabel="Moloch"
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radarlabel="Moloch"
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successmessage="The Moloch has been killed."
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successmessage="The Moloch has been killed."
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monsterfile="Content/Characters/Moloch/moloch.xml">
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monsterfile="Content/Characters/Moloch/moloch.xml">
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<message header="Target terminated" message="The moloch is dead. Navigate the submarine out of the cavern to claim the reward."/>
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<message header="Target terminated" text="The moloch is dead. Navigate the submarine out of the cavern to claim the reward."/>
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</MonsterQuest>
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</MonsterQuest>
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<MonsterQuest
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<MonsterQuest
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@@ -43,7 +43,7 @@
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radarlabel="Tiger Thresher"
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radarlabel="Tiger Thresher"
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successmessage="The Tiger Thresher has been killed."
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successmessage="The Tiger Thresher has been killed."
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monsterfile="Content/Characters/TigerThresher/tigerthresher.xml">
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monsterfile="Content/Characters/TigerThresher/tigerthresher.xml">
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<message header="Target terminated" message="The thresher is dead. Navigate the submarine out of the cavern to claim the reward."/>
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<message header="Target terminated" text="The thresher is dead. Navigate the submarine out of the cavern to claim the reward."/>
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</MonsterQuest>
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</MonsterQuest>
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<MonsterQuest
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<MonsterQuest
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@@ -208,8 +208,6 @@ namespace Barotrauma
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{
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{
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bool mouseOn = rect.Contains(PlayerInput.MousePosition);
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bool mouseOn = rect.Contains(PlayerInput.MousePosition);
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DrawSlot(spriteBatch, rect, (draggingItem == item && !mouseOn) ? null : item, mouseOn, isSubSlot, drawItem);
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if (mouseOn)
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if (mouseOn)
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{
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{
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if (draggingItem == null)
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if (draggingItem == null)
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@@ -226,18 +224,27 @@ namespace Barotrauma
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doubleClickedItem = item;
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doubleClickedItem = item;
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}
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}
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selectedSlot = slotIndex;
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//selectedSlot = slotIndex;
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TryPutItem(draggingItem, slotIndex);
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TryPutItem(draggingItem, slotIndex);
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draggingItem = null;
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draggingItem = null;
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}
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}
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if (!isSubSlot) selectedSlot = slotIndex;
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if (!isSubSlot && selectedSlot == -1)
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{
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System.Diagnostics.Debug.WriteLine("DSFG");
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selectedSlot = slotIndex;
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}
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}
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}
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if (selectedSlot == slotIndex)
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if (selectedSlot == slotIndex && !isSubSlot)
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{
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{
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System.Diagnostics.Debug.WriteLine("sdfg: "+selectedSlot+" - "+slotIndex);
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selectedSlot = -1;
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if (item == null) return;
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if (item == null) return;
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int itemCapacity = item.Capacity;
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int itemCapacity = item.Capacity;
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if (itemCapacity == 0) return;
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if (itemCapacity == 0) return;
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@@ -247,25 +254,36 @@ namespace Barotrauma
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if (slotIndex<0 || slotIndex>=items.Length) return;
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if (slotIndex<0 || slotIndex>=items.Length) return;
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#endif
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#endif
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Rectangle containerRect = new Rectangle(rect.X - 5, rect.Y - (40 + 10) * itemCapacity - 5,
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rect.Width + 10, rect.Height + (40 + 10) * itemCapacity + 10);
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Rectangle subRect = rect;
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subRect.Height = 40;
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Rectangle containerRect = new Rectangle(rect.X - 5, rect.Y - (rect.Height + 10) * itemCapacity - 5,
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rect.Width + 10, rect.Height + (rect.Height + 10) * itemCapacity + 10);
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selectedSlot = containerRect.Contains(PlayerInput.MousePosition) ? slotIndex : -1;
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selectedSlot = containerRect.Contains(PlayerInput.MousePosition) ? slotIndex : -1;
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System.Diagnostics.Debug.WriteLine(selectedSlot);
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GUI.DrawRectangle(spriteBatch, containerRect, Color.Black*0.8f, true);
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GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
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GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
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Item[] containedItems = null;
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Item[] containedItems = null;
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if (items[slotIndex] != null) containedItems = items[slotIndex].ContainedItems;
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if (items[slotIndex] != null) containedItems = items[slotIndex].ContainedItems;
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if (containedItems == null || !containedItems.Any()) return;
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if (containedItems != null)
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for (int i = 0; i < itemCapacity; i++)
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{
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{
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rect.Y = rect.Y - rect.Height - 10;
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for (int i = 0; i < itemCapacity; i++)
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UpdateSlot(spriteBatch, rect, selectedSlot, i < containedItems.Count() ? containedItems[i] : null, true);
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{
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subRect.Y = subRect.Y - subRect.Height - 10;
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UpdateSlot(spriteBatch, subRect, selectedSlot, i < containedItems.Count() ? containedItems[i] : null, true);
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}
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}
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}
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}
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}
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DrawSlot(spriteBatch, rect, (draggingItem == item && !mouseOn) ? null : item, mouseOn, isSubSlot, drawItem);
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}
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}
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protected void DrawSlot(SpriteBatch spriteBatch, Rectangle rect, Item item, bool isHighLighted, bool isSubSlot, bool drawItem=true)
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protected void DrawSlot(SpriteBatch spriteBatch, Rectangle rect, Item item, bool isHighLighted, bool isSubSlot, bool drawItem=true)
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