(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
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@@ -1,4 +1,6 @@
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using Barotrauma.Particles;
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using Barotrauma.Networking;
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using Barotrauma.Particles;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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@@ -112,8 +114,7 @@ namespace Barotrauma.Items.Components
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System.Diagnostics.Debug.Assert(GuiFrame.GetChild(0) is GUILayoutGroup, "Repair UI hierarchy has changed, could not find skill texts");
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foreach (GUIComponent c in GuiFrame.GetChild(0).Children)
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{
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Skill skill = c.UserData as Skill;
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if (skill == null) continue;
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if (!(c.UserData is Skill skill)) continue;
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GUITextBlock textBlock = (GUITextBlock)c;
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if (character.GetSkillLevel(skill.Identifier) < skill.Level)
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@@ -126,5 +127,15 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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deteriorationTimer = msg.ReadSingle();
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}
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public void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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//no need to write anything, just letting the server know we started repairing
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}
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}
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}
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