Build 0.17.13.0
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@@ -17,8 +17,6 @@ namespace Barotrauma
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public JobPrefab Prefab => prefab;
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public List<Skill> Skills => skills.Values.ToList();
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public int Variant;
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public Skill PrimarySkill { get; }
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@@ -80,7 +78,12 @@ namespace Barotrauma
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var prefab = JobPrefab.Random(randSync);
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var variant = Rand.Range(0, prefab.Variants, randSync);
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return new Job(prefab, randSync, variant);
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}
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}
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public IEnumerable<Skill> GetSkills()
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{
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return skills.Values;
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}
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public float GetSkillLevel(Identifier skillIdentifier)
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{
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@@ -89,6 +92,22 @@ namespace Barotrauma
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return skill?.Level ?? 0.0f;
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}
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public Skill GetSkill(Identifier skillIdentifier)
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{
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if (skillIdentifier.IsEmpty) { return null; }
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skills.TryGetValue(skillIdentifier, out Skill skill);
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return skill;
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}
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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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{
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skills.Add(newSkill.Key, new Skill(newSkill.Key, newSkill.Value));
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}
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}
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public void IncreaseSkillLevel(Identifier skillIdentifier, float increase, bool increasePastMax)
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{
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if (skills.TryGetValue(skillIdentifier, out Skill skill))
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@@ -171,7 +190,7 @@ namespace Barotrauma
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character.Inventory.TryPutItem(item, null, item.AllowedSlots);
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}
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Wearable wearable = ((List<ItemComponent>)item.Components)?.Find(c => c is Wearable) as Wearable;
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Wearable wearable = item.GetComponent<Wearable>();
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if (wearable != null)
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{
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if (Variant > 0 && Variant <= wearable.Variants)
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