Unstable 0.1400.2.0 (a mimir edition)
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@@ -400,8 +400,6 @@ namespace Barotrauma
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// putting these here since both escort and pirate missions need them. could be tucked away into another class that they can inherit from (or use composition)
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protected HumanPrefab CreateHumanPrefabFromElement(XElement element)
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{
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HumanPrefab humanPrefab = null;
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if (element.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Error in mission \"" + Name + "\" - use character identifiers instead of names to configure the characters.");
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@@ -411,8 +409,7 @@ namespace Barotrauma
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string characterIdentifier = element.GetAttributeString("identifier", "");
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string characterFrom = element.GetAttributeString("from", "");
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humanPrefab = NPCSet.Get(characterFrom, characterIdentifier);
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HumanPrefab humanPrefab = NPCSet.Get(characterFrom, characterIdentifier);
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if (humanPrefab == null)
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{
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DebugConsole.ThrowError("Couldn't spawn character for mission: character prefab \"" + characterIdentifier + "\" not found");
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@@ -428,9 +425,11 @@ namespace Barotrauma
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{
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positionToStayIn = WayPoint.GetRandom(SpawnType.Human, null, submarine);
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}
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var characterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, npcIdentifier: humanPrefab.Identifier, jobPrefab: humanPrefab.GetJobPrefab(humanPrefabRandSync), randSync: humanPrefabRandSync);
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var characterInfo = humanPrefab.GetCharacterInfo(Rand.RandSync.Server) ?? new CharacterInfo(CharacterPrefab.HumanSpeciesName, npcIdentifier: humanPrefab.Identifier, jobPrefab: humanPrefab.GetJobPrefab(humanPrefabRandSync), randSync: humanPrefabRandSync);
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characterInfo.TeamID = teamType;
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Character spawnedCharacter = Character.Create(characterInfo.SpeciesName, positionToStayIn.WorldPosition, ToolBox.RandomSeed(8), characterInfo, createNetworkEvent: false);
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spawnedCharacter.Prefab = humanPrefab;
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humanPrefab.InitializeCharacter(spawnedCharacter, positionToStayIn);
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humanPrefab.GiveItems(spawnedCharacter, submarine, Rand.RandSync.Server, createNetworkEvents: false);
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