Add label update manual disable flag for when a label update would cause issues on the character equip menu.
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@ -162,7 +162,7 @@ void Menu::InitializeCharacterMenuWindow(){
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statDisplayLabel->SetStatChangeAmt(0);
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}
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MenuItemItemButton*equipButton=Component<MenuItemItemButton>(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent->I(A::INDEXED_THEME)]);
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equipButton->SetItem(comp->GetItem());
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equipButton->SetItem(comp->GetItem(),false);
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}
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}else{
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ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
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@ -73,10 +73,12 @@ public:
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inline const std::weak_ptr<Item>GetItem(){
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return itemRef;
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}
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inline const std::weak_ptr<Item>SetItem(const std::weak_ptr<Item>newItem){
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inline const std::weak_ptr<Item>SetItem(const std::weak_ptr<Item>newItem,bool labelUpdate=true){
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itemRef=newItem;
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if(labelUpdate){
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UpdateLabel();
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}
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UpdateIcon();
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UpdateLabel();
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return itemRef;
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}
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inline void SetShowQuantity(bool show){
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@ -68,7 +68,7 @@ public:
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}
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virtual inline void DrawDecal(ViewPort&window,bool focused)override{
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bool canEnhance=itemRef.lock()->CanEnhanceItem();
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bool locked=itemRef.lock()->EnhancementIsPossible()&&itemRef.lock()->GetEnhancementInfo().AvailableChapter()>game->GetCurrentChapter();
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bool locked=fadeOutIfMissingRequirements&&itemRef.lock()->EnhancementIsPossible()&&itemRef.lock()->GetEnhancementInfo().AvailableChapter()>game->GetCurrentChapter();
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MenuComponent::DrawDecal(window,focused);
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 1
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#define VERSION_BUILD 5180
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#define VERSION_BUILD 5182
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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