- wiring tool bugfixes
- new oxygen and welding fuel tank sprites - more reliable method of checking that the sub can pass through the level - moved the name of the highlighted item to the bottom of the screen
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@@ -516,8 +516,9 @@ namespace Barotrauma
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{
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if (dummyCharacter == null) return false;
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//if the same type of wire has already been selected, deselect it and return
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Item existingWire = dummyCharacter.SelectedItems.FirstOrDefault(i => i != null && i.Prefab == userData as ItemPrefab);
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if (existingWire!=null)
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if (existingWire != null)
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{
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existingWire.Drop();
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existingWire.Remove();
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@@ -526,12 +527,14 @@ namespace Barotrauma
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var wire = new Item(userData as ItemPrefab, Vector2.Zero, null);
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int slotIndex = dummyCharacter.Inventory.FindLimbSlot(LimbSlot.LeftHand);
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if (dummyCharacter.Inventory.Items[slotIndex] != null && dummyCharacter.Inventory.Items[slotIndex].Prefab != userData as ItemPrefab)
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//if there's some other type of wire in the inventory, remove it
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existingWire = dummyCharacter.Inventory.Items[slotIndex];
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if (existingWire != null && existingWire.Prefab != userData as ItemPrefab)
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{
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dummyCharacter.Inventory.Items[slotIndex].Drop();
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dummyCharacter.Inventory.Items[slotIndex].Remove();
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existingWire.Drop();
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existingWire.Remove();
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}
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dummyCharacter.Inventory.TryPutItem(wire, slotIndex, false, false);
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@@ -663,7 +666,7 @@ namespace Barotrauma
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if (wiringMode)
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{
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if (!dummyCharacter.SelectedItems.Any(it => it.HasTag("Wire")))
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if (!dummyCharacter.SelectedItems.Any(it => it != null && it.HasTag("Wire")))
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{
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wiringToolPanel.GetChild<GUIListBox>().Deselect();
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}
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