Build 0.18.5.0
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@@ -79,7 +79,6 @@ namespace Barotrauma
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/// </summary>
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public static IReadOnlyDictionary<Identifier, float> ItemRepairPriorities => _itemRepairPriorities;
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public static ContentXElement NoJobElement;
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public static JobPrefab Get(string identifier)
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{
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if (Prefabs.ContainsKey(identifier))
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@@ -213,7 +212,7 @@ namespace Barotrauma
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public SkillPrefab PrimarySkill => Skills?.FirstOrDefault(s => s.IsPrimarySkill);
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public ContentXElement Element { get; private set; }
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public ContentXElement ClothingElement { get; private set; }
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public int Variants { get; private set; }
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public JobPrefab(ContentXElement element, JobsFile file) : base(file, element.GetAttributeIdentifier("identifier", ""))
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@@ -288,9 +287,6 @@ namespace Barotrauma
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Variants = variant;
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Skills.Sort((x,y) => y.LevelRange.Start.CompareTo(x.LevelRange.Start));
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// Disabled on purpose, TODO: remove all references?
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//ClothingElement = element.GetChildElement("PortraitClothing");
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}
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public static JobPrefab Random(Rand.RandSync sync, Func<JobPrefab, bool> predicate = null) => Prefabs.GetRandom(p => !p.HiddenJob && (predicate == null || predicate(p)), sync);
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