Fix currentSelectGameObject null check (dont use ?.); block swapping components on an equipped gun with each other in raid
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@@ -29,7 +29,7 @@ namespace UIFixes
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{
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{
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// Need an item context to operate on, and ignore these keypresses if there's a focused textbox somewhere
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// Need an item context to operate on, and ignore these keypresses if there's a focused textbox somewhere
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ItemContextAbstractClass itemContext = __instance.R().ItemContext;
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ItemContextAbstractClass itemContext = __instance.R().ItemContext;
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if (itemContext == null || EventSystem.current?.currentSelectedGameObject?.GetComponent<TMP_InputField>() != null)
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if (itemContext == null || EventSystem.current?.currentSelectedGameObject != null && EventSystem.current.currentSelectedGameObject.GetComponent<TMP_InputField>() != null)
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{
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{
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return;
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return;
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}
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}
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@@ -1,5 +1,6 @@
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using Aki.Reflection.Patching;
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using Aki.Reflection.Patching;
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using Aki.Reflection.Utils;
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using Aki.Reflection.Utils;
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using EFT;
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using EFT.InventoryLogic;
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using EFT.InventoryLogic;
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using EFT.UI;
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using EFT.UI;
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using EFT.UI.DragAndDrop;
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using EFT.UI.DragAndDrop;
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@@ -381,6 +382,17 @@ namespace UIFixes
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return;
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return;
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}
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}
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// Swapping items with each other when both are on an equipped gun in raid doesn't work
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if (itemController is Player.PlayerInventoryController playerInventoryController)
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{
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Item item1 = __instance.Item.GetRootItem();
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Item item2 = targetItemContext.Item.GetRootItem();
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if (item1 == item2 && playerInventoryController.IsItemEquipped(item1))
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{
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return;
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}
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}
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if (!ValidPrerequisites(__instance, targetItemContext, operation))
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if (!ValidPrerequisites(__instance, targetItemContext, operation))
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{
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{
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return;
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return;
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