Unstable 1.2.4.0
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@@ -91,6 +91,11 @@ namespace Barotrauma
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private IEnumerable<Hull> visibleHulls;
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private float hullVisibilityTimer;
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const float hullVisibilityInterval = 0.5f;
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/// <summary>
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/// Returns hulls that are visible to the character, including the current hull.
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/// Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls.
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/// </summary>
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public IEnumerable<Hull> VisibleHulls
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{
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get
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@@ -353,7 +358,7 @@ namespace Barotrauma
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public static void UnequipContainedItems(Character character, Item parentItem, Func<Item, bool> predicate, bool avoidDroppingInSea = true, int? unequipMax = null)
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{
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var inventory = parentItem.OwnInventory;
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if (inventory == null) { return; }
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if (inventory == null || !inventory.Container.DrawInventory) { return; }
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int removed = 0;
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if (predicate == null || inventory.AllItems.Any(predicate))
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{
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