Some fixes to attachable items (buttons, signal items, etc):
- Syncing the attached/detached state of the items. This should fix the "received a position update for an item with no physics body " errors: midround-joining clients didn't get notified if an item had been detached, causing the error to appear every time it receives a position update. - Detached items can be picked up just like any other item, instead of having to use a wrench and wait for the item to "detach". - Wires can't be connected to items with a physics body (such as detached buttons).
This commit is contained in:
@@ -15,7 +15,7 @@
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<Body width="32" height="32" density="40"/>
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<Controller direction ="None" canbepicked = "true" msg="Open [E]">
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<Controller direction ="None" canbepicked = "true" msg="Press [E]">
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<RequiredItem name="ID Card" type="Picked" msg="UNAUTHORIZED ACCESS"/>
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<sound file="beep.ogg" type="OnUse" range="500.0"/>
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</Controller>
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@@ -2,17 +2,18 @@
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using Barotrauma.Networking;
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using Lidgren.Network;
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namespace Barotrauma.Items.Components
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{
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class Holdable : Pickable
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class Holdable : Pickable, IServerSerializable
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{
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//the position(s) in the item that the Character grabs
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protected Vector2[] handlePos;
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private List<RelatedItem> prevRequiredItems;
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string prevMsg;
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private InputType prevPickKey;
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private string prevMsg;
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//the distance from the holding characters elbow to center of the physics body of the item
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protected Vector2 holdPos;
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@@ -94,25 +95,28 @@ namespace Barotrauma.Items.Components
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if (attachable)
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{
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prevRequiredItems = new List<RelatedItem>(requiredItems);
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prevMsg = Msg;
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prevPickKey = PickKey;
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requiredItems.Clear();
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Msg = "";
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DeattachFromWall();
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}
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if (attachedByDefault || (Screen.Selected == GameMain.EditMapScreen)) Use(1.0f);
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//holdAngle = ToolBox.GetAttributeFloat(element, "holdangle", 0.0f);
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//holdAngle = MathHelper.ToRadians(holdAngle);
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if ((Screen.Selected == GameMain.EditMapScreen)) Use(1.0f);
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}
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public override void Drop(Character dropper)
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{
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DropConnectedWires(dropper);
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if (body != null) item.body = body;
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if (attachable)
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{
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DeattachFromWall();
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if (body != null)
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{
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item.body = body;
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}
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}
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if (item.body != null) item.body.Enabled = true;
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IsActive = false;
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@@ -121,7 +125,6 @@ namespace Barotrauma.Items.Components
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{
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if (dropper == null) return;
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picker = dropper;
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}
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if (picker.Inventory == null) return;
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@@ -190,29 +193,36 @@ namespace Barotrauma.Items.Components
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return base.Pick(picker);
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}
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if (!base.Pick(picker))
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if (Attached)
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{
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return false;
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return base.Pick(picker);
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}
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else
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{
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requiredItems.Clear();
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Msg = "";
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//not attached -> pick the item instantly, ignoring picking time
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return OnPicked(picker);
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}
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attached = false;
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if (body != null) item.body = body;
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//item.body.Enabled = true;
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return true;
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}
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public override bool Use(float deltaTime, Character character = null)
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protected override bool OnPicked(Character picker)
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{
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if (!attachable || item.body == null) return true;
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if (character != null && !character.IsKeyDown(InputType.Aim)) return false;
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if (base.OnPicked(picker))
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{
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DeattachFromWall();
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item.Drop();
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if (GameMain.Server != null && attachable)
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{
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item.CreateServerEvent(this);
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}
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return true;
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}
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return false;
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}
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private void AttachToWall()
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{
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if (!attachable) return;
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var containedItems = item.ContainedItems;
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if (containedItems != null)
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@@ -226,12 +236,40 @@ namespace Barotrauma.Items.Components
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item.body.Enabled = false;
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item.body = null;
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requiredItems = new List<RelatedItem>(prevRequiredItems);
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Msg = prevMsg;
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PickKey = prevPickKey;
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attached = true;
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}
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private void DeattachFromWall()
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{
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if (!attachable) return;
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attached = false;
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//make the item pickable with the default pick key and with no specific tools/items when it's deattached
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requiredItems.Clear();
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Msg = "";
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PickKey = InputType.Select;
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (!attachable || item.body == null) return true;
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if (character != null)
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{
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if (!character.IsKeyDown(InputType.Aim)) return false;
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if (character != null && GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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}
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item.Drop();
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}
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AttachToWall();
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return true;
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}
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@@ -284,13 +322,39 @@ namespace Barotrauma.Items.Components
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item.body = body;
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body.Enabled = false;
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}
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attached = false;
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}
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attached = false;
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requiredItems.Clear();
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Msg = "";
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DeattachFromWall();
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.Write(Attached);
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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bool isAttached = msg.ReadBoolean();
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if (isAttached)
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{
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item.Drop();
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AttachToWall();
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}
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else
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{
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DropConnectedWires(null);
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if (body != null)
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{
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item.body = body;
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item.body.Enabled = true;
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}
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IsActive = false;
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DeattachFromWall();
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}
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}
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}
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}
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@@ -70,11 +70,9 @@ namespace Barotrauma.Items.Components
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{
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return OnPicked(picker);
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}
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}
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private bool OnPicked(Character picker)
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protected virtual bool OnPicked(Character picker)
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{
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if (picker.Inventory.TryPutItem(item, allowedSlots))
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{
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@@ -153,13 +153,13 @@ namespace Barotrauma.Items.Components
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public InputType PickKey
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{
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get;
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private set;
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protected set;
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}
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public InputType SelectKey
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{
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get;
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private set;
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protected set;
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}
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[HasDefaultValue(false, false)]
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@@ -90,6 +90,13 @@ namespace Barotrauma.Items.Components
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public override bool Select(Character picker)
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{
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//attaching wires to items with a body is not allowed
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//(signal items remove their bodies when attached to a wall)
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if (item.body != null)
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{
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return false;
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}
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user = picker;
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IsActive = true;
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return true;
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