v1.5.7.0 (Summer Update)
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@@ -42,16 +42,25 @@ namespace Barotrauma
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{
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AvailableCharacters.ForEach(c => c.Remove());
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AvailableCharacters.Clear();
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foreach (var missingJob in location.Type.GetHireablesMissingFromCrew())
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{
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AddCharacter(missingJob);
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amount--;
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}
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for (int i = 0; i < amount; i++)
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{
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JobPrefab job = location.Type.GetRandomHireable();
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if (job == null) { return; }
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var variant = Rand.Range(0, job.Variants, Rand.RandSync.ServerAndClient);
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AvailableCharacters.Add(new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobOrJobPrefab: job, variant: variant));
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AddCharacter(location.Type.GetRandomHireable());
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}
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if (location.Faction != null) { GenerateFactionCharacters(location.Faction.Prefab); }
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if (location.SecondaryFaction != null) { GenerateFactionCharacters(location.SecondaryFaction.Prefab); }
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void AddCharacter(JobPrefab job)
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{
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if (job == null) { return; }
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int variant = Rand.Range(0, job.Variants, Rand.RandSync.ServerAndClient);
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AvailableCharacters.Add(new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobOrJobPrefab: job, variant: variant));
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}
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}
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private void GenerateFactionCharacters(FactionPrefab faction)
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