Eyes Work nicely now, switching items is a bit iffy though
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@@ -44,8 +44,40 @@ namespace Interactions
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var allowed = config?.allowedItems ?? new List<PickupItemData>();
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var allowed = config?.allowedItems ?? new List<PickupItemData>();
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var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
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var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
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if ((heldItemData == null && _currentlySlottedItemObject != null)
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if (heldItemData != null && _currentlySlottedItemObject != null)
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|| (heldItemData != null && _currentlySlottedItemObject != null))
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{
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// Remove the currently slotted item
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FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData);
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_currentlySlottedItemObject = null;
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_currentlySlottedItemData = null;
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onItemSlotRemoved?.Invoke();
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UpdateSlottedSprite();
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// Now slot the held item and check correctness
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if (forbidden.Contains(heldItemData))
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{
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DebugUIMessage.Show("Can't place that here.");
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onForbiddenItemSlotted?.Invoke();
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Interactable.BroadcastInteractionComplete(false);
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return;
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}
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SlotItem(heldItemObj, heldItemData);
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if (allowed.Contains(heldItemData))
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{
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onCorrectItemSlotted?.Invoke();
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Interactable.BroadcastInteractionComplete(true);
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return;
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}
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else
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{
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DebugUIMessage.Show("I'm not sure this works.");
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onIncorrectItemSlotted?.Invoke();
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Interactable.BroadcastInteractionComplete(false);
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return;
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}
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}
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else if (heldItemData == null && _currentlySlottedItemObject != null)
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{
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{
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FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData);
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FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData);
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_currentlySlottedItemObject = null;
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_currentlySlottedItemObject = null;
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