(61d00a474) v0.9.7.1
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using Barotrauma.Items.Components;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class Job
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{
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private readonly JobPrefab prefab;
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private Dictionary<string, Skill> skills;
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public string Name
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{
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get { return prefab.Name; }
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}
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public string Description
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{
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get { return prefab.Description; }
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}
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public JobPrefab Prefab
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{
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get { return prefab; }
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}
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public List<Skill> Skills
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{
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get { return skills.Values.ToList(); }
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}
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public int Variant;
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public Job(JobPrefab jobPrefab, int variant = 0)
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{
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prefab = jobPrefab;
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Variant = variant;
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skills = new Dictionary<string, Skill>();
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foreach (SkillPrefab skillPrefab in prefab.Skills)
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{
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skills.Add(skillPrefab.Identifier, new Skill(skillPrefab));
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}
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}
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public Job(XElement element)
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{
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string identifier = element.GetAttributeString("identifier", "").ToLowerInvariant();
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JobPrefab p = null;
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if (!JobPrefab.Prefabs.ContainsKey(identifier))
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{
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DebugConsole.ThrowError($"Could not find the job {identifier}. Giving the character a random job.");
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p = JobPrefab.Random();
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}
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else
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{
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p = JobPrefab.Prefabs[identifier];
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}
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prefab = p;
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skills = new Dictionary<string, Skill>();
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foreach (XElement subElement in element.Elements())
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{
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if (!subElement.Name.ToString().Equals("skill", System.StringComparison.OrdinalIgnoreCase)) { continue; }
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string skillIdentifier = subElement.GetAttributeString("identifier", "");
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if (string.IsNullOrEmpty(skillIdentifier)) { continue; }
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skills.Add(
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skillIdentifier,
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new Skill(skillIdentifier, subElement.GetAttributeFloat("level", 0)));
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}
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}
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public static Job Random(Rand.RandSync randSync = Rand.RandSync.Unsynced)
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{
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var prefab = JobPrefab.Random(randSync);
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var variant = Rand.Range(0, prefab.Variants, randSync);
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return new Job(prefab, variant);
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}
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public float GetSkillLevel(string skillIdentifier)
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{
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skills.TryGetValue(skillIdentifier, out Skill skill);
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return (skill == null) ? 0.0f : skill.Level;
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}
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public void IncreaseSkillLevel(string skillIdentifier, float increase)
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{
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if (skills.TryGetValue(skillIdentifier, out Skill skill))
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{
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skill.Level += increase;
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}
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else
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{
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skills.Add(
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skillIdentifier,
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new Skill(skillIdentifier, increase));
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}
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}
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public void GiveJobItems(Character character, WayPoint spawnPoint = null)
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{
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if (!prefab.ItemSets.TryGetValue(Variant, out var spawnItems)) { return; }
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foreach (XElement itemElement in spawnItems.GetChildElements("Item"))
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{
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InitializeJobItem(character, itemElement, spawnPoint);
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}
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}
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private void InitializeJobItem(Character character, XElement itemElement, WayPoint spawnPoint = null, Item parentItem = null)
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{
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ItemPrefab itemPrefab;
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if (itemElement.Attribute("name") != null)
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{
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string itemName = itemElement.Attribute("name").Value;
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DebugConsole.ThrowError("Error in Job config (" + Name + ") - use item identifiers instead of names to configure the items.");
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itemPrefab = MapEntityPrefab.Find(itemName) as ItemPrefab;
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if (itemPrefab == null)
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{
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DebugConsole.ThrowError("Tried to spawn \"" + Name + "\" with the item \"" + itemName + "\". Matching item prefab not found.");
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return;
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}
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}
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else
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{
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string itemIdentifier = itemElement.GetAttributeString("identifier", "");
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itemPrefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
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if (itemPrefab == null)
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{
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DebugConsole.ThrowError("Tried to spawn \"" + Name + "\" with the item \"" + itemIdentifier + "\". Matching item prefab not found.");
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return;
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}
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}
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Item item = new Item(itemPrefab, character.Position, null);
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#if SERVER
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if (GameMain.Server != null && Entity.Spawner != null)
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{
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if (GameMain.Server.EntityEventManager.UniqueEvents.Any(ev => ev.Entity == item))
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{
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string errorMsg = $"Error while spawning job items. Item {item.Name} created network events before the spawn event had been created.";
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("Job.InitializeJobItem:EventsBeforeSpawning", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameMain.Server.EntityEventManager.UniqueEvents.RemoveAll(ev => ev.Entity == item);
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GameMain.Server.EntityEventManager.Events.RemoveAll(ev => ev.Entity == item);
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}
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Entity.Spawner.CreateNetworkEvent(item, false);
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}
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#endif
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if (itemElement.GetAttributeBool("equip", false))
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{
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List<InvSlotType> allowedSlots = new List<InvSlotType>(item.AllowedSlots);
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allowedSlots.Remove(InvSlotType.Any);
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character.Inventory.TryPutItem(item, null, allowedSlots);
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}
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else
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{
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character.Inventory.TryPutItem(item, null, item.AllowedSlots);
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}
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Wearable wearable = ((List<ItemComponent>)item.Components)?.Find(c => c is Wearable) as Wearable;
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if (wearable != null)
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{
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if (Variant > 0 && Variant <= wearable.Variants)
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{
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wearable.Variant = Variant;
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}
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else
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{
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wearable.Variant = wearable.Variant; //force server event
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if (wearable.Variants > 0 && Variant == 0)
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{
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//set variant to the same as the wearable to get the rest of the character's gear
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//to use the same variant (if possible)
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Variant = wearable.Variant;
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}
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}
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}
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if (item.Prefab.Identifier == "idcard" && spawnPoint != null)
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{
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foreach (string s in spawnPoint.IdCardTags)
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{
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item.AddTag(s);
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}
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item.AddTag("name:" + character.Name);
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item.AddTag("job:" + Name);
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if (!string.IsNullOrWhiteSpace(spawnPoint.IdCardDesc))
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item.Description = spawnPoint.IdCardDesc;
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}
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foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
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{
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wifiComponent.TeamID = character.TeamID;
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}
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if (parentItem != null) parentItem.Combine(item, user: null);
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foreach (XElement childItemElement in itemElement.Elements())
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{
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InitializeJobItem(character, childItemElement, spawnPoint, item);
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}
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}
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public XElement Save(XElement parentElement)
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{
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XElement jobElement = new XElement("job");
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jobElement.Add(new XAttribute("name", Name));
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jobElement.Add(new XAttribute("identifier", prefab.Identifier));
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foreach (KeyValuePair<string, Skill> skill in skills)
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{
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jobElement.Add(new XElement("skill", new XAttribute("identifier", skill.Value.Identifier), new XAttribute("level", skill.Value.Level)));
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}
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parentElement.Add(jobElement);
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return jobElement;
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}
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}
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}
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