Unstable 0.1400.7.0 (Coronavirus edition)
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@@ -139,7 +139,7 @@ namespace Barotrauma.Items.Components
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//backwards compatibility
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var repairThresholdAttribute =
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element.Attributes().FirstOrDefault(a => a.Name.ToString().Equals("showrepairuithreshold", StringComparison.OrdinalIgnoreCase)) ??
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element.Attributes().FirstOrDefault(a => a.Name.ToString().Equals("airepairth44reshold", StringComparison.OrdinalIgnoreCase));
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element.Attributes().FirstOrDefault(a => a.Name.ToString().Equals("airepairthreshold", StringComparison.OrdinalIgnoreCase));
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if (repairThresholdAttribute != null)
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{
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if (float.TryParse(repairThresholdAttribute.Value, NumberStyles.Float, CultureInfo.InvariantCulture, out float repairThreshold))
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@@ -349,7 +349,7 @@ namespace Barotrauma.Items.Components
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foreach (Skill skill in requiredSkills)
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{
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float characterSkillLevel = CurrentFixer.GetSkillLevel(skill.Identifier);
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CurrentFixer.Info.IncreaseSkillLevel(skill.Identifier,
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CurrentFixer.Info?.IncreaseSkillLevel(skill.Identifier,
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SkillSettings.Current.SkillIncreasePerRepair / Math.Max(characterSkillLevel, 1.0f),
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CurrentFixer.Position + Vector2.UnitY * 100.0f);
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}
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@@ -379,7 +379,7 @@ namespace Barotrauma.Items.Components
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foreach (Skill skill in requiredSkills)
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{
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float characterSkillLevel = CurrentFixer.GetSkillLevel(skill.Identifier);
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CurrentFixer.Info.IncreaseSkillLevel(skill.Identifier,
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CurrentFixer.Info?.IncreaseSkillLevel(skill.Identifier,
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SkillSettings.Current.SkillIncreasePerSabotage / Math.Max(characterSkillLevel, 1.0f),
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CurrentFixer.Position + Vector2.UnitY * 100.0f);
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}
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