v1.5.7.0 (Summer Update)
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@@ -10,15 +10,26 @@ namespace Barotrauma
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private float level;
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/// <summary>
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/// The highest skill level during the round (before any death penalties were applied)
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/// </summary>
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public float HighestLevelDuringRound { get; private set; }
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public float Level
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{
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get { return level; }
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set { level = value; }
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set
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{
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HighestLevelDuringRound = MathHelper.Max(value, HighestLevelDuringRound);
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level = value;
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}
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}
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public LocalizedString DisplayName { get; private set; }
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public void IncreaseSkill(float value, bool increasePastMax)
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{
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level = MathHelper.Clamp(level + value, 0.0f, increasePastMax ? SkillSettings.Current.MaximumSkillWithTalents : MaximumSkill);
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Level = MathHelper.Clamp(level + value, 0.0f, increasePastMax ? SkillSettings.Current.MaximumSkillWithTalents : MaximumSkill);
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}
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private readonly Identifier iconJobId;
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@@ -32,16 +43,18 @@ namespace Barotrauma
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public Skill(SkillPrefab prefab, Rand.RandSync randSync)
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{
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Identifier = prefab.Identifier;
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level = Rand.Range(prefab.LevelRange.Start, prefab.LevelRange.End, randSync);
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Level = Rand.Range(prefab.LevelRange.Start, prefab.LevelRange.End, randSync);
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iconJobId = GetIconJobId();
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PriceMultiplier = prefab.PriceMultiplier;
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DisplayName = TextManager.Get("SkillName." + Identifier);
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}
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public Skill(Identifier identifier, float level)
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{
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Identifier = identifier;
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this.level = level;
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Level = level;
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iconJobId = GetIconJobId();
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DisplayName = TextManager.Get("SkillName." + Identifier);
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}
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private Identifier GetIconJobId()
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