Added the DebugConsole.SpawnItem command from the dev branch (spawning items in the inventory of a character other than the controlled one works now).
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@@ -2119,23 +2119,48 @@ namespace Barotrauma
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Vector2? spawnPos = null;
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Inventory spawnInventory = null;
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int extraParams = 0;
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switch (args.Last())
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if (args.Length > 1)
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{
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case "cursor":
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extraParams = 1;
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spawnPos = cursorPos;
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break;
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case "inventory":
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extraParams = 1;
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spawnInventory = controlledCharacter == null ? null : controlledCharacter.Inventory;
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break;
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default:
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extraParams = 0;
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break;
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switch (args[1])
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{
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case "cursor":
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spawnPos = cursorPos;
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break;
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case "inventory":
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spawnInventory = controlledCharacter?.Inventory;
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break;
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default:
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//Check if last arg matches the name of an in-game player
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if (GameMain.Server != null)
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{
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var client = GameMain.Server.ConnectedClients.Find(c => c.Name.ToLower() == args.Last().ToLower());
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if (client == null)
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{
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NewMessage("No player found with the name \"" + args.Last() + "\". Spawning item at random location. If the player you want to give the item to has a space in their name, try surrounding their name with quotes (\").", Color.Red);
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break;
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}
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else if (client.Character == null)
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{
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errorMsg = "The player \"" + args.Last() + "\" is connected, but hasn't spawned yet.";
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return;
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}
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else
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{
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//If the last arg matches the name of an in-game player, set the destination to their inventory.
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spawnInventory = client.Character.Inventory;
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break;
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}
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}
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else
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{
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var matchingCharacter = FindMatchingCharacter(args.Skip(1).ToArray());
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if (matchingCharacter?.Inventory != null) spawnInventory = matchingCharacter.Inventory;
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}
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break;
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}
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}
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string itemName = string.Join(" ", args.Take(args.Length - extraParams)).ToLowerInvariant();
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string itemName = args[0];
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var itemPrefab = MapEntityPrefab.Find(itemName) as ItemPrefab;
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if (itemPrefab == null)
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@@ -2153,7 +2178,6 @@ namespace Barotrauma
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if (spawnPos != null)
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{
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Entity.Spawner.AddToSpawnQueue(itemPrefab, (Vector2)spawnPos);
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}
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else if (spawnInventory != null)
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{
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