Reliablesender exception handling, buttons crashing multiplayer, using screwdrivers/wrenches with left click, RestoreCollision exception handling, nerfed c4, UpdateLimbCollisionCategories fix
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@@ -147,11 +147,11 @@ namespace Barotrauma
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item.Drop(null, false);
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return;
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}
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public void DropItem(int i)
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{
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items[i].Drop();
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items[i] = null;
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}
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//public void DropItem(int i)
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//{
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// items[i].Drop();
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// items[i] = null;
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//}
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public virtual void Draw(SpriteBatch spriteBatch)
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{
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@@ -194,8 +194,7 @@ namespace Barotrauma
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{
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if (Owner!=null)
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{
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ushort[] data = { draggingItem.ID, 0 };
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new NetworkEvent(NetworkEventType.InventoryUpdate, Owner.ID, true, data);
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new NetworkEvent(NetworkEventType.InventoryUpdate, Owner.ID, true);
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}
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DropItem(draggingItem);
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@@ -281,8 +280,14 @@ namespace Barotrauma
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Vector2 pos = new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height + 20) - GUI.Font.MeasureString(item.Name) * 0.5f;
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pos.X = (int)pos.X;
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pos.Y = (int)pos.Y;
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#if DEBUG
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spriteBatch.DrawString(GUI.Font, item.Name+" - "+item.ID, pos - new Vector2(1.0f, 1.0f), Color.Black);
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spriteBatch.DrawString(GUI.Font, item.Name+" - "+item.ID, pos, Color.White);
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#else
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spriteBatch.DrawString(GUI.Font, item.Name, pos - new Vector2(1.0f, 1.0f), Color.Black);
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spriteBatch.DrawString(GUI.Font, item.Name, pos, Color.White);
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#endif
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}
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if (item.Condition < 100.0f)
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