Unstable 0.16.0.0
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@@ -361,7 +361,7 @@ namespace Barotrauma
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public CharacterTeamType TeamID;
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private readonly NPCPersonalityTrait personalityTrait;
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private NPCPersonalityTrait personalityTrait;
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public const int MaxCurrentOrders = 3;
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public static int HighestManualOrderPriority => MaxCurrentOrders;
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@@ -568,7 +568,7 @@ namespace Barotrauma
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HasGenders = CharacterConfigElement.GetAttributeBool("genders", false);
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HasRaces = CharacterConfigElement.GetAttributeBool("races", false);
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SetGenderAndRace(randSync);
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Job = (jobPrefab == null) ? Job.Random(Rand.RandSync.Unsynced) : new Job(jobPrefab, variant);
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Job = (jobPrefab == null) ? Job.Random(Rand.RandSync.Unsynced) : new Job(jobPrefab, randSync, variant);
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HairColors = CharacterConfigElement.GetAttributeTupleArray("haircolors", new (Color, float)[] { (Color.WhiteSmoke, 100f) }).ToImmutableArray();
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FacialHairColors = CharacterConfigElement.GetAttributeTupleArray("facialhaircolors", new (Color, float)[] { (Color.WhiteSmoke, 100f) }).ToImmutableArray();
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SkinColors = CharacterConfigElement.GetAttributeTupleArray("skincolors", new (Color, float)[] { (new Color(255, 215, 200, 255), 100f) }).ToImmutableArray();
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@@ -584,11 +584,10 @@ namespace Barotrauma
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}
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else
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{
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name = "";
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Name = GetRandomName(randSync);
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}
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OriginalName = !string.IsNullOrEmpty(originalName) ? originalName : Name;
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personalityTrait = NPCPersonalityTrait.GetRandom(name + HeadSpriteId);
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SetPersonalityTrait();
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Salary = CalculateSalary();
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if (ragdollFileName != null)
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{
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@@ -597,6 +596,11 @@ namespace Barotrauma
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LoadHeadAttachments();
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}
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private void SetPersonalityTrait()
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{
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personalityTrait = NPCPersonalityTrait.GetRandom(Name + HeadSpriteId);
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}
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public string GetRandomName(Rand.RandSync randSync)
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{
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string name = "";
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@@ -1261,7 +1265,7 @@ namespace Barotrauma
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{
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int prevAmount = ExperiencePoints;
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var experienceGainMultiplier = new AbilityValue(1f);
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var experienceGainMultiplier = new AbilityExperienceGainMultiplier(1f);
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if (isMissionExperience)
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{
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Character?.CheckTalents(AbilityEffectType.OnGainMissionExperience, experienceGainMultiplier);
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@@ -1858,18 +1862,27 @@ namespace Barotrauma
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}
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}
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class AbilitySkillGain : AbilityObject, IAbilityValue, IAbilityString, IAbilityCharacter
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class AbilitySkillGain : AbilityObject, IAbilityValue, IAbilitySkillIdentifier, IAbilityCharacter
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{
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public AbilitySkillGain(float value, string abilityString, Character character, bool gainedFromAbility)
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public AbilitySkillGain(float skillAmount, string skillIdentifier, Character character, bool gainedFromAbility)
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{
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Value = value;
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String = abilityString;
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Value = skillAmount;
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SkillIdentifier = skillIdentifier;
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Character = character;
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GainedFromAbility = gainedFromAbility;
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}
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public Character Character { get; set; }
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public float Value { get; set; }
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public string String { get; set; }
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public string SkillIdentifier { get; set; }
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public bool GainedFromAbility { get; }
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}
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class AbilityExperienceGainMultiplier : AbilityObject, IAbilityValue
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{
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public AbilityExperienceGainMultiplier(float experienceGainMultiplier)
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{
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Value = experienceGainMultiplier;
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}
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public float Value { get; set; }
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}
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}
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