Added some null checks
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@@ -1109,7 +1109,7 @@ namespace Barotrauma
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for (int i = 0; i < character.SelectedItems.Length; i++)
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for (int i = 0; i < character.SelectedItems.Length; i++)
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{
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{
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if (character.SelectedItems[i] != null)
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if (character.SelectedItems[i] != null && character.SelectedItems[i].body != null)
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{
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{
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difference = character.SelectedItems[i].body.SimPosition - torso.SimPosition;
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difference = character.SelectedItems[i].body.SimPosition - torso.SimPosition;
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difference = Vector2.Transform(difference, torsoTransform);
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difference = Vector2.Transform(difference, torsoTransform);
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@@ -52,7 +52,10 @@ namespace Barotrauma
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foreach (Limb limb in AnimController.Limbs)
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foreach (Limb limb in AnimController.Limbs)
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{
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{
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limb.body.Enabled = enabled;
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if (limb.body != null)
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{
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limb.body.Enabled = enabled;
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}
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}
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}
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AnimController.Collider.Enabled = value;
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AnimController.Collider.Enabled = value;
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}
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}
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@@ -243,7 +243,11 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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public override void Update(float deltaTime, Camera cam)
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{
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{
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if (item.body == null || !item.body.Enabled) return;
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if (item.body == null || !item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) IsActive = false;
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if (picker == null || !picker.HasSelectedItem(item))
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{
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IsActive = false;
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return;
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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