(d88b2f1f7) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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@@ -820,8 +820,9 @@ namespace Barotrauma
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else
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{
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Sprite slotSprite = slot.SlotSprite ?? slotSpriteSmall;
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spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slot.IsHighlighted ? Color.White : Color.White * 0.8f);
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Color slotColor = slot.IsHighlighted ? Color.White : Color.White * 0.8f;
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if (inventory != null && inventory.Locked) { slotColor = Color.Gray * 0.5f; }
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spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slotColor);
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if (item != null && drawItem)
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{
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@@ -873,14 +874,17 @@ namespace Barotrauma
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}
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indicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(),
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Color.DarkGray * 0.9f,
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(inventory != null && inventory.Locked) ? Color.DarkGray * 0.5f : Color.DarkGray * 0.9f,
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origin: indicatorSprite.size / 2,
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rotate: 0.0f,
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scale: indicatorScale);
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Color indicatorColor = ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green);
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if (inventory != null && inventory.Locked) { indicatorColor *= 0.5f; }
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spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
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sourceRectangle: new Rectangle(indicatorSprite.SourceRect.Location, new Point((int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Height)),
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color: ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green),
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color: indicatorColor,
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rotation: 0.0f,
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origin: indicatorSprite.size / 2,
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scale: indicatorScale,
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@@ -920,6 +924,7 @@ namespace Barotrauma
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}
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Color spriteColor = sprite == item.Sprite ? item.GetSpriteColor() : item.GetInventoryIconColor();
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if (inventory != null && inventory.Locked) { spriteColor *= 0.5f; }
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if (CharacterHealth.OpenHealthWindow != null && !item.UseInHealthInterface)
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{
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spriteColor = Color.Lerp(spriteColor, Color.TransparentBlack, 0.5f);
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@@ -931,7 +936,10 @@ namespace Barotrauma
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sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale);
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}
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if (inventory != null && Character.Controlled?.Inventory == inventory && slot.QuickUseKey != Keys.None)
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if (inventory != null &&
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!inventory.Locked &&
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Character.Controlled?.Inventory == inventory &&
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slot.QuickUseKey != Keys.None)
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{
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GUI.DrawString(spriteBatch, rect.Location.ToVector2(),
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slot.QuickUseKey.ToString().Substring(1, 1),
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