v1.5.7.0 (Summer Update)
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@@ -340,8 +340,12 @@ namespace Barotrauma
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}
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}
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this.RequiredSkills = requiredSkills.ToImmutableArray();
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this.RequiredItems = requiredItems.ToImmutableArray();
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RequiredSkills = requiredSkills.ToImmutableArray();
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RequiredItems = requiredItems
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/*Put the items required by identifier first - since we must use specific items for those, we should check them before the ones that accept multiple items.
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Otherwise we might end up choosing the "specific item" as the multi-option ingredient, and not have enough left for the "specific item" requirement */
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.OrderBy(requiredItem => requiredItem is RequiredItemByIdentifier ? 0 : 1)
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.ToImmutableArray();
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RecipeHash = GenerateHash();
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}
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@@ -438,8 +442,12 @@ namespace Barotrauma
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public int GetPrice(Location location = null)
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{
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int price = BasePrice;
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return location?.GetAdjustedMechanicalCost(price) ?? price;
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int price = location?.GetAdjustedMechanicalCost(BasePrice) ?? BasePrice;
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if (GameMain.GameSession?.Campaign is CampaignMode campaign)
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{
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price = (int)(price * campaign.Settings.ShipyardPriceMultiplier);
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}
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return price;
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}
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public SwappableItem(ContentXElement element)
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