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- IEnumerator CheckNeightboorCoroutine()
- {
- yield return weaponOverMe.inventorySlots.Count == weaponSo.slotAmountNeeded;
- foreach (var neightboorSlot in neightboorsSlotsList)
- {
- if (!weaponOverMe.inventorySlots.Contains(neightboorSlot))
- {
- if (!slotIsStorage && slotIsFull && weaponOverMe)
- {
- if (weaponSo.isAffectedByTag && weaponOverMe.weaponIsPlace)
- {
- if (neightboorSlot.weaponOverMe && neightboorSlot.weaponSo != weaponSo)
- {
- if ((neightboorSlot.weaponSo.weaponTypeList & weaponSo.affectedBy) != 0)
- {
- if (!weaponOverMe.weaponsNeightboorsList.Contains(neightboorSlot.weaponOverMe))
- {
- weaponOverMe.weaponsNeightboorsList.Add(neightboorSlot.weaponOverMe);
- var tempBuff = weaponOverMe.GetComponent<IBuff>();
- if (tempBuff != null)
- {
- tempBuff.AddBuff();
- }
- }
- if (!neightboorSlot.weaponOverMe.weaponsNeightboorsList.Contains(weaponOverMe))
- {
- neightboorSlot.weaponOverMe.weaponsNeightboorsList.Add(weaponOverMe);
- if (neightboorSlot.weaponOverMe.GetComponent<IBuff>() != null)
- {
- neightboorSlot.weaponOverMe.GetComponent<IBuff>().AddBuff();
- }
- }
- }
- }
- }
- }
- }
- }}
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