v0.19.0.0 (unstable)
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@@ -19,7 +19,7 @@ namespace Barotrauma
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public int Variant;
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public Skill PrimarySkill { get; }
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public Skill PrimarySkill { get; private set; }
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public Job(JobPrefab jobPrefab) : this(jobPrefab, randSync: Rand.RandSync.Unsynced, variant: 0) { }
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@@ -102,9 +102,14 @@ namespace Barotrauma
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public void OverrideSkills(Dictionary<Identifier, float> newSkills)
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{
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skills.Clear();
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foreach (var newSkill in newSkills)
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foreach (var newSkillInfo in newSkills)
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{
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skills.Add(newSkill.Key, new Skill(newSkill.Key, newSkill.Value));
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var newSkill = new Skill(newSkillInfo.Key, newSkillInfo.Value);
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if (PrimarySkill != null && newSkill.Identifier == PrimarySkill.Identifier)
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{
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PrimarySkill = newSkill;
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}
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skills.Add(newSkillInfo.Key, newSkill);
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}
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}
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@@ -79,7 +79,7 @@ namespace Barotrauma
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/// </summary>
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public static IReadOnlyDictionary<Identifier, float> ItemRepairPriorities => _itemRepairPriorities;
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public static JobPrefab Get(string identifier)
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public static JobPrefab Get(Identifier identifier)
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{
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if (Prefabs.ContainsKey(identifier))
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{
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