230 lines
8.5 KiB
C#
230 lines
8.5 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class AfflictionHusk : Affliction
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{
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public enum InfectionState
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{
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Dormant, Transition, Active
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}
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private bool subscribedToDeathEvent;
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private InfectionState state;
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private List<Limb> huskAppendage;
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public InfectionState State
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{
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get { return state; }
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}
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public AfflictionHusk(AfflictionPrefab prefab, float strength) :
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base(prefab, strength)
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{
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}
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public override void Update(CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
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{
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float prevStrength = Strength;
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base.Update(characterHealth, targetLimb, deltaTime);
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if (!subscribedToDeathEvent)
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{
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characterHealth.Character.OnDeath += CharacterDead;
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subscribedToDeathEvent = true;
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}
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if (characterHealth.Character == Character.Controlled) UpdateMessages(prevStrength, characterHealth.Character);
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if (Strength < Prefab.MaxStrength * 0.5f)
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{
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UpdateDormantState(deltaTime, characterHealth.Character);
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}
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else if (Strength < Prefab.MaxStrength)
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{
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characterHealth.Character.SpeechImpediment = 100.0f;
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UpdateTransitionState(deltaTime, characterHealth.Character);
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}
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else
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{
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characterHealth.Character.SpeechImpediment = 100.0f;
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UpdateActiveState(deltaTime, characterHealth.Character);
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}
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}
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partial void UpdateMessages(float prevStrength, Character character);
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private void UpdateDormantState(float deltaTime, Character character)
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{
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if (state != InfectionState.Dormant)
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{
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DeactivateHusk(character);
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}
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state = InfectionState.Dormant;
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}
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private void UpdateTransitionState(float deltaTime, Character character)
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{
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if (state != InfectionState.Transition)
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{
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DeactivateHusk(character);
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}
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state = InfectionState.Transition;
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}
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private void UpdateActiveState(float deltaTime, Character character)
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{
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if (state != InfectionState.Active)
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{
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ActivateHusk(character);
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state = InfectionState.Active;
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}
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foreach (Limb limb in character.AnimController.Limbs)
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{
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character.LastDamageSource = null;
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character.DamageLimb(
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limb.WorldPosition, limb,
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new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate(0.5f * deltaTime / character.AnimController.Limbs.Length) },
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0.0f, false, 0.0f);
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}
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}
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private void ActivateHusk(Character character)
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{
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character.NeedsAir = false;
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if (huskAppendage == null)
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{
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huskAppendage = AttachHuskAppendage(character);
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character.SetStun(0.5f);
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}
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}
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public static List<Limb> AttachHuskAppendage(Character character, Ragdoll ragdoll = null)
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{
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var huskDoc = XMLExtensions.TryLoadXml(Character.GetConfigFile("humanhusk"));
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string pathToAppendage = huskDoc.Root.Element("huskappendage").GetAttributeString("path", string.Empty);
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XDocument doc = XMLExtensions.TryLoadXml(pathToAppendage);
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if (doc == null || doc.Root == null) { return null; }
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if (ragdoll == null)
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{
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ragdoll = character.AnimController;
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}
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if (ragdoll.Dir < 1.0f)
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{
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ragdoll.Flip();
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}
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var huskAppendages = new List<Limb>();
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var limbElements = doc.Root.Elements("limb").ToDictionary(e => e.GetAttributeString("id", null), e => e);
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foreach (var jointElement in doc.Root.Elements("joint"))
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{
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if (limbElements.TryGetValue(jointElement.GetAttributeString("limb2", null), out XElement limbElement))
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{
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JointParams jointParams = new JointParams(jointElement, ragdoll.RagdollParams);
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Limb attachLimb = ragdoll.Limbs[jointParams.Limb1];
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Limb huskAppendage = new Limb(ragdoll, character, new LimbParams(limbElement, ragdoll.RagdollParams));
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huskAppendage.body.Submarine = character.Submarine;
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huskAppendage.body.SetTransform(attachLimb.SimPosition, attachLimb.Rotation);
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ragdoll.AddLimb(huskAppendage);
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ragdoll.AddJoint(jointParams);
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huskAppendages.Add(huskAppendage);
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}
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}
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return huskAppendages;
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}
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private void DeactivateHusk(Character character)
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{
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character.NeedsAir = true;
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RemoveHuskAppendage(character);
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}
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private void RemoveHuskAppendage(Character character)
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{
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if (huskAppendage == null) return;
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huskAppendage.ForEach(l => character.AnimController.RemoveLimb(l));
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huskAppendage = null;
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}
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public void Remove(Character character)
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{
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DeactivateHusk(character);
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if (character != null) character.OnDeath -= CharacterDead;
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subscribedToDeathEvent = false;
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}
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private void CharacterDead(Character character, CauseOfDeath causeOfDeath)
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{
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (Strength < Prefab.MaxStrength * 0.5f || character.Removed) { return; }
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//don't turn the character into a husk if any of its limbs are severed
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if (character.AnimController?.LimbJoints != null)
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{
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foreach (var limbJoint in character.AnimController.LimbJoints)
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{
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if (limbJoint.IsSevered) return;
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}
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}
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//create the AI husk in a coroutine to ensure that we don't modify the character list while enumerating it
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CoroutineManager.StartCoroutine(CreateAIHusk(character));
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}
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private IEnumerable<object> CreateAIHusk(Character character)
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{
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character.Enabled = false;
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Entity.Spawner.AddToRemoveQueue(character);
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var configFile = Character.GetConfigFile("humanhusk");
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if (string.IsNullOrEmpty(configFile))
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{
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DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - husk config file not found.");
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yield return CoroutineStatus.Success;
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}
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//XDocument doc = XMLExtensions.TryLoadXml(configFile);
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//if (doc?.Root == null)
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//{
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// DebugConsole.ThrowError("Failed to turn character \"" + character.Name + "\" into a husk - husk config file ("+configFile+") could not be read.");
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// yield return CoroutineStatus.Success;
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//}
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//character.Info.Ragdoll = null;
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//character.Info.SourceElement = doc.Root;
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var husk = Character.Create(configFile, character.WorldPosition, character.Info.Name, character.Info, isRemotePlayer: false, hasAi: true);
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foreach (Limb limb in husk.AnimController.Limbs)
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{
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if (limb.type == LimbType.None)
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{
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limb.body.SetTransform(character.SimPosition, 0.0f);
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continue;
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}
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var matchingLimb = character.AnimController.GetLimb(limb.type);
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if (matchingLimb?.body != null)
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{
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limb.body.SetTransform(matchingLimb.SimPosition, matchingLimb.Rotation);
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limb.body.LinearVelocity = matchingLimb.LinearVelocity;
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limb.body.AngularVelocity = matchingLimb.body.AngularVelocity;
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}
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}
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for (int i = 0; i < character.Inventory.Items.Length; i++)
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{
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if (character.Inventory.Items[i] == null) continue;
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husk.Inventory.TryPutItem(character.Inventory.Items[i], i, true, false, null);
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}
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yield return CoroutineStatus.Success;
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}
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}
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}
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