v0.14.6.0
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@@ -297,11 +297,11 @@ namespace Barotrauma
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SlotSize = !isFourByThree ? (SlotSpriteSmall.size * UIScale).ToPoint() : (SlotSpriteSmall.size * UIScale * .925f).ToPoint();
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int bottomOffset = SlotSize.Y + Spacing * 2 + ContainedIndicatorHeight;
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hideButton.Visible = false;
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if (visualSlots == null) { CreateSlots(); }
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if (visualSlots.None()) { return; }
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hideButton.Visible = false;
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switch (layout)
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{
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case Layout.Default:
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@@ -537,9 +537,12 @@ namespace Barotrauma
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}
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List<SlotReference> hideSubInventories = new List<SlotReference>();
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//remove highlighted subinventory slots that can no longer be accessed
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highlightedSubInventorySlots.RemoveWhere(s =>
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s.ParentInventory == this &&
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((s.SlotIndex < 0 || s.SlotIndex >= slots.Length || slots[s.SlotIndex] == null) || (Character.Controlled != null && !Character.Controlled.CanAccessInventory(s.Inventory))));
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//remove highlighted subinventory slots that refer to items no longer in this inventory
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highlightedSubInventorySlots.RemoveWhere(s => s.Item != null && s.ParentInventory == this && s.Item.ParentInventory != this);
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foreach (var highlightedSubInventorySlot in highlightedSubInventorySlots)
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{
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if (highlightedSubInventorySlot.ParentInventory == this)
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@@ -910,7 +913,7 @@ namespace Barotrauma
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else if (allowEquip) //doubleclicked and no other inventory is selected
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{
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//not equipped -> attempt to equip
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if (!character.HasEquippedItem(item))
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if (!character.HasEquippedItem(item) || item.GetComponents<Pickable>().Count() > 1)
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{
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return QuickUseAction.Equip;
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}
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@@ -1100,6 +1103,7 @@ namespace Barotrauma
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public void DrawOwn(SpriteBatch spriteBatch)
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{
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if (!AccessibleWhenAlive && !character.IsDead) { return; }
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if (capacity == 0) { return; }
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if (visualSlots == null) { CreateSlots(); }
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if (GameMain.GraphicsWidth != screenResolution.X ||
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GameMain.GraphicsHeight != screenResolution.Y ||
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