Update ClientInventoryComponent.cs
Fixed HandleComponentState so that it only updates the inventory when there are changes.
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@@ -1,7 +1,10 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Content.Client.GameObjects.Components.Clothing;
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using Content.Client.GameObjects.Components.Clothing;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Storage;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -76,15 +79,12 @@ namespace Content.Client.GameObjects
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foreach (var (slot, entityUid) in cast.Entities)
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foreach (var (slot, entityUid) in cast.Entities)
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{
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{
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if (_slots.ContainsKey(slot))
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{
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_slots.Remove(slot);
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_clearSlot(slot);
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}
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var entity = Owner.EntityManager.GetEntity(entityUid);
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var entity = Owner.EntityManager.GetEntity(entityUid);
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_slots[slot] = entity;
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if (!_slots.ContainsKey(slot) || _slots[slot] != entity)
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_setSlot(slot, entity);
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{
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_slots[slot] = entity;
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_setSlot(slot, entity);
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}
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doneSlots.Add(slot);
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doneSlots.Add(slot);
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}
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}
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