(9f5c9fbcb) Make sure lazy-loaded sprites load their texture when creating a GUIImage, because the image needs to know the size of the texture to scale itself correctly. Fixes location portraits not being visible in the campaign menu when a location is selected for the first time.
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@@ -48,12 +48,10 @@ namespace Barotrauma
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if (IsKeyDown(InputType.Run)) newInput |= InputNetFlags.Run;
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if (IsKeyDown(InputType.Crouch)) newInput |= InputNetFlags.Crouch;
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if (IsKeyHit(InputType.Select)) newInput |= InputNetFlags.Select; //TODO: clean up the way this input is registered
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if (IsKeyHit(InputType.Deselect)) newInput |= InputNetFlags.Deselect;
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if (IsKeyHit(InputType.Health)) newInput |= InputNetFlags.Health;
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if (IsKeyHit(InputType.Grab)) newInput |= InputNetFlags.Grab;
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if (IsKeyDown(InputType.Use)) newInput |= InputNetFlags.Use;
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if (IsKeyDown(InputType.Aim)) newInput |= InputNetFlags.Aim;
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if (IsKeyDown(InputType.Shoot)) newInput |= InputNetFlags.Shoot;
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if (IsKeyDown(InputType.Attack)) newInput |= InputNetFlags.Attack;
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if (IsKeyDown(InputType.Ragdoll)) newInput |= InputNetFlags.Ragdoll;
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@@ -127,7 +125,6 @@ namespace Barotrauma
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msg.WriteRangedInteger(0, (int)InputNetFlags.MaxVal, (int)memInput[i].states);
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msg.Write(memInput[i].intAim);
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if (memInput[i].states.HasFlag(InputNetFlags.Select) ||
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memInput[i].states.HasFlag(InputNetFlags.Deselect) ||
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memInput[i].states.HasFlag(InputNetFlags.Use) ||
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memInput[i].states.HasFlag(InputNetFlags.Health) ||
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memInput[i].states.HasFlag(InputNetFlags.Grab))
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