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allow enemy equip in fav
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9590ac4721
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@ -448,11 +448,11 @@ class PlayerControl(player: Player, avatarActor: typed.ActorRef[AvatarActor.Comm
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//loadout for a MAX
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player.ResistArmMotion(PlayerControl.maxRestriction)
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player.DrawnSlot = Player.HandsDownSlot
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(newHolsters.filter(_.start == 4), newInventory.filterNot(dropPred))
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(newHolsters.filter(_.start == 4), newInventory)
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} else {
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//loadout for a vanilla exo-suit
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player.ResistArmMotion(Player.neverRestrict)
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(newHolsters.filterNot(dropPred), newInventory.filterNot(dropPred))
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(newHolsters, newInventory)
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}
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} else {
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//proposed loadout conforms to a different inventory layout than the projected exo-suit
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@ -460,7 +460,7 @@ class PlayerControl(player: Player, avatarActor: typed.ActorRef[AvatarActor.Comm
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//holsters (matching holsters will be inserted, the rest will deposited into the inventory)
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val (finalHolsters, leftoversForInventory) = Players.fillEmptyHolsters(
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player.Holsters().iterator,
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(newHolsters.filterNot(_.obj.Size == EquipmentSize.Max) ++ newInventory).filterNot(dropPred)
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(newHolsters.filterNot(_.obj.Size == EquipmentSize.Max) ++ newInventory)
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)
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//inventory (items will be placed to accommodate the change, or dropped)
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val (finalInventory, _) = GridInventory.recoverInventory(leftoversForInventory, player.Inventory)
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