Build 0.20.15.0
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+4
@@ -1,5 +1,6 @@
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#nullable enable
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using System;
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using Barotrauma.Extensions;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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@@ -16,6 +17,9 @@ namespace Barotrauma.Abilities
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{
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if (!addingFirstTime) { return; }
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// do not run client-side in multiplayer
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if (GameMain.NetworkMember is { IsClient: true }) { return; }
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JobPrefab? apprentice = CharacterAbilityApplyStatusEffectsToApprenticeship.GetApprenticeJob(Character, JobPrefab.Prefabs.ToImmutableHashSet());
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if (apprentice is null)
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{
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+10
@@ -49,6 +49,16 @@ namespace Barotrauma.Abilities
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break;
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}
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}
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switch (abilityEffectType)
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{
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case AbilityEffectType.OnDieToCharacter:
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if (characterAbilities.Any(a => a.RequiresAlive))
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{
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DebugConsole.AddWarning($"Potential error in talent {characterTalent}: an ability group has the type {AbilityEffectType.OnDieToCharacter}, but includes abilities that require the character to be alive, meaning they will never execute.");
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}
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break;
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}
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}
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public void ActivateAbilityGroup(bool addingFirstTime)
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