Unstable 0.1500.5.0 (almost forgor edition 💀)
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@@ -863,6 +863,60 @@ namespace Barotrauma
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};
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}, isCheat: true));
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commands.Add(new Command("unlocktalents", "unlocktalents [all/[jobname]]: give the controlled characters all the talents of the specified class", (string[] args) =>
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{
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if (Character.Controlled == null) { return; }
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if (args.Length == 0 || args[0].Equals("all", StringComparison.OrdinalIgnoreCase))
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{
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foreach (var talentTree in TalentTree.JobTalentTrees)
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{
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foreach (var subTree in talentTree.Value.TalentSubTrees)
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{
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foreach (var option in subTree.TalentOptionStages)
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{
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foreach (var talent in option.Talents)
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{
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Character.Controlled.GiveTalent(talent);
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}
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}
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}
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}
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}
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else
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{
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var job = JobPrefab.Prefabs.Find(jp => jp.Name != null && jp.Name.Equals(args[0], StringComparison.OrdinalIgnoreCase));
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if (job == null)
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{
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ThrowError($"Failed to find the job \"{args[0]}\".");
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return;
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}
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if (!TalentTree.JobTalentTrees.TryGetValue(job.Identifier, out TalentTree talentTree))
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{
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ThrowError($"No talents configured for the job \"{args[0]}\".");
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return;
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}
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foreach (var subTree in talentTree.TalentSubTrees)
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{
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foreach (var option in subTree.TalentOptionStages)
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{
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foreach (var talent in option.Talents)
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{
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Character.Controlled.GiveTalent(talent);
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}
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}
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}
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}
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},
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() =>
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{
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List<string> availableArgs = new List<string>() { "All" };
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availableArgs.AddRange(JobPrefab.Prefabs.Select(j => j.Name));
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return new string[][]
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{
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availableArgs.ToArray()
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};
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}, isCheat: true));
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commands.Add(new Command("giveexperience", "giveexperience [amount] [character]: Give experience to character.", (string[] args) =>
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{
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if (args.Length < 1)
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@@ -892,7 +946,7 @@ namespace Barotrauma
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}, isCheat: true, getValidArgs: () =>
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{
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return new[]
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{
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{
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new string[] { "100" },
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Character.CharacterList.Select(c => c.Name).Distinct().ToArray(),
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};
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@@ -2041,6 +2095,7 @@ namespace Barotrauma
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{
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spawnLocation = args[^2];
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if (!int.TryParse(args[^1], NumberStyles.Any, CultureInfo.InvariantCulture, out amount)) { amount = 1; }
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amount = Math.Min(amount, 100);
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}
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switch (spawnLocation)
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