(3a98135bd) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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@@ -327,6 +327,8 @@ namespace Barotrauma
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debugInteractablesAtCursor.Clear();
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debugInteractablesNearCursor.Clear();
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bool draggingItemToWorld = CharacterInventory.DraggingItemToWorld;
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//reduce the amount of aim assist if an item has been selected
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//= can't switch selection to another item without deselecting the current one first UNLESS the cursor is directly on the item
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//otherwise it would be too easy to accidentally switch the selected item when rewiring items
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@@ -348,6 +350,15 @@ namespace Barotrauma
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if (item.body != null && !item.body.Enabled) continue;
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if (item.ParentInventory != null) continue;
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if (ignoredItems != null && ignoredItems.Contains(item)) continue;
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if (draggingItemToWorld)
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{
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if (item.OwnInventory == null ||
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!item.OwnInventory.CanBePut(CharacterInventory.draggingItem))
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{
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continue;
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}
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}
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float distanceToItem = float.PositiveInfinity;
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if (item.IsInsideTrigger(displayPosition, out Rectangle transformedTrigger))
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@@ -248,7 +248,7 @@ namespace Barotrauma
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scale: scale);
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}
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if (!GUI.DisableItemHighlights)
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if (!GUI.DisableItemHighlights && !Inventory.DraggingItemToWorld)
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{
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var hudTexts = focusedItem.GetHUDTexts(character);
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