v1.6.17.0 (Unto the Breach update)
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@@ -182,7 +182,7 @@ namespace Barotrauma
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characterInfos.Remove(characterInfo);
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}
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public void AddCharacter(Character character, bool sortCrewList = true)
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public void AddCharacter(Character character)
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{
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if (character.Removed)
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{
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@@ -216,10 +216,6 @@ namespace Barotrauma
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}
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#if CLIENT
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var characterComponent = AddCharacterToCrewList(character);
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if (sortCrewList)
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{
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SortCrewList();
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}
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if (character.CurrentOrders != null)
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{
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foreach (var order in character.CurrentOrders)
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@@ -324,7 +320,7 @@ namespace Barotrauma
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Character character = Character.Create(info, spawnWaypoints[i].WorldPosition, info.Name);
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InitializeCharacter(character, mainSubWaypoints[i], spawnWaypoints[i]);
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AddCharacter(character, sortCrewList: false);
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AddCharacter(character);
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#if CLIENT
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if (IsSinglePlayer && (Character.Controlled == null || character.Info.LastControlled)) { Character.Controlled = character; }
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#endif
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@@ -364,7 +360,7 @@ namespace Barotrauma
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}
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else if (!character.Info.StartItemsGiven)
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{
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character.GiveJobItems(mainSubWaypoint);
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character.GiveJobItems(isPvPMode: GameMain.GameSession?.GameMode is PvPMode, mainSubWaypoint);
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foreach (Item item in character.Inventory.AllItems)
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{
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//if the character is loaded from a human prefab with preconfigured items, its ID card gets assigned to the sub it spawns in
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