Before equipping, check if item can be dropped, but don't do it (#8333)
This fixes the issue #8179.
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@@ -144,7 +144,7 @@ public abstract partial class InventorySystem
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return;
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}
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if (_handsSystem.TryDrop(actor, hands.ActiveHand!, doDropInteraction: false, handsComp: hands))
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if (_handsSystem.CanDropHeld(actor, hands.ActiveHand!, checkActionBlocker: false))
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TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory);
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}
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