Build 0.21.1.0
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@@ -404,7 +404,7 @@ namespace Barotrauma
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{
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var experienceGainMultiplierIndividual = new AbilityMissionExperienceGainMultiplier(this, 1f);
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info?.Character?.CheckTalents(AbilityEffectType.OnGainMissionExperience, experienceGainMultiplierIndividual);
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info?.GiveExperience((int)(experienceGain * experienceGainMultiplier.Value));
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info?.GiveExperience((int)((experienceGain * experienceGainMultiplier.Value) * experienceGainMultiplierIndividual.Value));
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}
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// apply money gains afterwards to prevent them from affecting XP gains
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@@ -545,17 +545,14 @@ namespace Barotrauma
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return humanPrefab;
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}
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protected Character CreateHuman(HumanPrefab humanPrefab, List<Character> characters, Dictionary<Character, List<Item>> characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn = null, Rand.RandSync humanPrefabRandSync = Rand.RandSync.ServerAndClient, bool giveTags = true)
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protected static Character CreateHuman(HumanPrefab humanPrefab, List<Character> characters, Dictionary<Character, List<Item>> characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn = null, Rand.RandSync humanPrefabRandSync = Rand.RandSync.ServerAndClient)
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{
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var characterInfo = humanPrefab.CreateCharacterInfo(Rand.RandSync.ServerAndClient);
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characterInfo.TeamID = teamType;
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if (positionToStayIn == null)
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{
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positionToStayIn =
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positionToStayIn ??=
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WayPoint.GetRandom(SpawnType.Human, characterInfo.Job?.Prefab, submarine) ??
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WayPoint.GetRandom(SpawnType.Human, null, submarine);
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}
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Character spawnedCharacter = Character.Create(characterInfo.SpeciesName, positionToStayIn.WorldPosition, ToolBox.RandomSeed(8), characterInfo, createNetworkEvent: false);
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spawnedCharacter.HumanPrefab = humanPrefab;
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