(94d321ddf) Automatically open the personal slots if an item in the slots is running out of battery/fuel/etc
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@@ -424,42 +424,6 @@ namespace Barotrauma
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}
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}
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slots[i].DrawOffset = Vector2.Lerp(Vector2.Zero, new Vector2(personalSlotArea.Width, 0.0f), hidePersonalSlotsState);
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slots[i].DrawOffset = Vector2.Lerp(Vector2.Zero, new Vector2(personalSlotArea.Width, 0.0f), hidePersonalSlotsState);
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}
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}
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/*var arrowSlot = slots[arrowSlotIndex];
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Rectangle arrowRect = new Rectangle(
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(int)(arrowSlot.Rect.X + arrowSlot.DrawOffset.X - toggleArrow.size.X / 2),
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(int)(arrowSlot.Rect.Y),
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(int)toggleArrow.size.X, (int)arrowSlot.Rect.Height);
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arrowRect.Inflate(30, 0);
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if (arrowRect.Contains(PlayerInput.MousePosition))
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{
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arrowAlpha = Math.Min(arrowAlpha + deltaTime * 10.0f, 1.0f);
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if (PlayerInput.LeftButtonClicked())
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{
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hidden = !hidden;
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HideTimer = 0.0f;
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foreach (var highlightedSubInventorySlot in highlightedSubInventorySlots)
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{
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highlightedSubInventorySlot.Inventory.HideTimer = 0.0f;
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}
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return;
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}
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}
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else
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{
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arrowAlpha = Math.Max(arrowAlpha - deltaTime * 10.0f, 0.5f);
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}
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if (GUI.MouseOn == null &&
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(slots[toggleArrowSlotIndex].DrawOffset.Y < 10.0f && PlayerInput.MousePosition.Y > arrowRect.Bottom ||
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slots[toggleArrowSlotIndex].DrawOffset.Y > 10.0f && PlayerInput.MousePosition.Y > slots[toggleArrowSlotIndex].EquipButtonRect.Bottom) &&
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slots.Any(s => PlayerInput.MousePosition.X > s.InteractRect.X - 10 && PlayerInput.MousePosition.X < s.InteractRect.Right + 10))
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{
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hoverOnInventory = true;
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}*/
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}
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}
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if (hoverOnInventory) HideTimer = 0.5f;
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if (hoverOnInventory) HideTimer = 0.5f;
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@@ -475,6 +439,25 @@ namespace Barotrauma
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}
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}
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}
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}
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if (hoverOnInventory) HideTimer = 0.5f;
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if (HideTimer > 0.0f) HideTimer -= deltaTime;
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//force personal slots open if an item is running out of battery/fuel/oxygen/etc
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if (hidePersonalSlots)
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{
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for (int i = 0; i < slots.Length; i++)
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{
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if (Items[i]?.OwnInventory != null && Items[i].OwnInventory.Capacity == 1 && PersonalSlots.HasFlag(SlotTypes[i]))
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{
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if (Items[i].OwnInventory.Items[0].Condition > 0.0f &&
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Items[i].OwnInventory.Items[0].Condition / Items[i].OwnInventory.Items[0].MaxCondition < 0.15f)
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{
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hidePersonalSlots = false;
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}
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}
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}
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}
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List<SlotReference> hideSubInventories = new List<SlotReference>();
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List<SlotReference> hideSubInventories = new List<SlotReference>();
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foreach (var highlightedSubInventorySlot in highlightedSubInventorySlots)
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foreach (var highlightedSubInventorySlot in highlightedSubInventorySlots)
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{
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{
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