v1.6.18.1 (Unto the Breach Hotfix 1)
This commit is contained in:
+3
-3
@@ -74,7 +74,6 @@ namespace Barotrauma
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private float pathBackTimer;
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private const float DefaultCoolDown = 10.0f;
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private const float PathBackCheckTime = 1.0f;
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private IEnumerable<Body> myBodies;
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private float aimTimer;
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private float reloadTimer;
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private float spreadTimer;
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@@ -1375,9 +1374,10 @@ namespace Barotrauma
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float aimFactor = MathHelper.PiOver2 * (1 - AimAccuracy);
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if (VectorExtensions.Angle(VectorExtensions.Forward(Weapon.body.TransformedRotation), Enemy.WorldPosition - Weapon.WorldPosition) < MathHelper.PiOver4 + aimFactor)
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{
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myBodies ??= character.AnimController.Limbs.Select(l => l.body.FarseerBody);
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// Check that we don't hit friendlies. No need to check the walls, because there's a separate check for that at 1096 (which intentionally has a small delay)
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var pickedBodies = Submarine.PickBodies(Weapon.SimPosition, Submarine.GetRelativeSimPosition(from: Weapon, to: Enemy), myBodies, Physics.CollisionCharacter);
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var pickedBodies = Submarine.PickBodies(Weapon.SimPosition, Submarine.GetRelativeSimPosition(from: Weapon, to: Enemy),
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ignoredBodies: character.AnimController.LimbBodies,
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Physics.CollisionCharacter);
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foreach (var body in pickedBodies)
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{
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Character target = body.UserData switch
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@@ -64,6 +64,9 @@ namespace Barotrauma
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}
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}
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private readonly List<Body> limbBodies = new List<Body>();
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public IEnumerable<Body> LimbBodies => limbBodies;
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public bool HasMultipleLimbsOfSameType => limbs != null && limbs.Length > limbDictionary.Count;
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private bool frozen;
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@@ -524,6 +527,7 @@ namespace Barotrauma
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protected void CreateLimbs()
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{
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limbBodies.Clear();
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limbs?.ForEach(l => l.Remove());
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Mass = 0;
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DebugConsole.Log($"Creating limbs from {RagdollParams.Name}.");
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@@ -618,6 +622,7 @@ namespace Barotrauma
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{
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throw new Exception($"Failed to add a limb to the character \"{Character?.ConfigPath ?? "null"}\" (limb index {ID} out of bounds). The ragdoll file may be configured incorrectly.");
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}
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limbBodies.Add(limb.body.FarseerBody);
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Limbs[ID] = limb;
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Mass += limb.Mass;
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if (!limbDictionary.ContainsKey(limb.type)) { limbDictionary.Add(limb.type, limb); }
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@@ -629,6 +634,7 @@ namespace Barotrauma
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limb.body.FarseerBody.OnCollision += OnLimbCollision;
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Array.Resize(ref limbs, Limbs.Length + 1);
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Limbs[Limbs.Length - 1] = limb;
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limbBodies.Add(limb.body.FarseerBody);
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Mass += limb.Mass;
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if (!limbDictionary.ContainsKey(limb.type)) { limbDictionary.Add(limb.type, limb); }
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SetupDrawOrder();
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@@ -636,14 +642,14 @@ namespace Barotrauma
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public void RemoveLimb(Limb limb)
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{
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if (!Limbs.Contains(limb)) return;
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if (!Limbs.Contains(limb)) { return; }
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Limb[] newLimbs = new Limb[Limbs.Length - 1];
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int i = 0;
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foreach (Limb existingLimb in Limbs)
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{
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if (existingLimb == limb) continue;
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if (existingLimb == limb) { continue; }
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newLimbs[i] = existingLimb;
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i++;
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}
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@@ -680,8 +686,11 @@ namespace Barotrauma
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}
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LimbJoints = newJoints;
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}
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limbBodies.Remove(limb.body.FarseerBody);
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limb.Remove();
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System.Diagnostics.Debug.Assert(!limbs.Contains(limb));
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System.Diagnostics.Debug.Assert(limbs.None(l => l.Removed));
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foreach (LimbJoint limbJoint in attachedJoints)
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{
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GameMain.World.Remove(limbJoint.Joint);
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@@ -2243,6 +2252,7 @@ namespace Barotrauma
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}
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limbs = null;
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}
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limbBodies.Clear();
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if (collider != null)
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{
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@@ -5709,13 +5709,17 @@ namespace Barotrauma
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return sameRoomHulls.Contains(character.CurrentHull);
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}
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/// <summary>
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/// Returns all friendly crew members that are alive.
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/// Filters out pets and characters that don't have <see cref="CharacterInfo"/>.
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/// </summary>
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public static IEnumerable<Character> GetFriendlyCrew(Character character)
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{
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if (character is null)
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{
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return Enumerable.Empty<Character>();
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}
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return CharacterList.Where(c => HumanAIController.IsFriendly(character, c, onlySameTeam: true) && !c.IsDead);
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return CharacterList.Where(c => c.Info != null && !c.IsDead && !c.IsPet && HumanAIController.IsFriendly(character, c, onlySameTeam: true));
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}
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public bool HasRecipeForItem(Identifier recipeIdentifier)
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@@ -184,6 +184,13 @@ namespace Barotrauma
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private set;
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}
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[Serialize(10, IsPropertySaveable.No, description: "Determines the order of the characters in the campaign setup ui.")]
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public int CampaignSetupUIOrder
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{
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get;
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private set;
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}
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[Serialize(false, IsPropertySaveable.No, description: "If set to true, a client that has chosen this as their preferred job will get it regardless of the maximum number or the amount of spawnpoints in the sub.")]
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public bool AllowAlways
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{
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+2
-3
@@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Abilities
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{
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@@ -14,8 +13,8 @@ namespace Barotrauma.Abilities
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protected override bool MatchesConditionSpecific()
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{
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IEnumerable<Character> crewmembers = Character.GetFriendlyCrew(character);
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int differentCrewAmount = crewmembers.Select(c => c.Info?.Job?.Prefab.Identifier).Distinct().Count();
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IEnumerable<Character> crewMembers = Character.GetFriendlyCrew(character);
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int differentCrewAmount = crewMembers.Select(c => c.Info.Job?.Prefab.Identifier).Distinct().Count();
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return differentCrewAmount >= amount;
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}
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}
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+2
-4
@@ -1,6 +1,4 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using System.Linq;
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namespace Barotrauma.Abilities
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{
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@@ -14,7 +12,7 @@ namespace Barotrauma.Abilities
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protected override bool MatchesConditionSpecific()
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{
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return Character.GetFriendlyCrew(character).Where(c => c.Info != null && (c.Info.GetCurrentLevel() - character.Info.GetCurrentLevel() >= levelsBehind)).Any();
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return Character.GetFriendlyCrew(character).Any(c => c.Info.GetCurrentLevel() - character.Info.GetCurrentLevel() >= levelsBehind);
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}
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}
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}
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+1
-1
@@ -28,7 +28,7 @@ namespace Barotrauma.Abilities
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foreach (Character character in Character.GetFriendlyCrew(Character))
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{
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JobPrefab? characterJob = character.Info?.Job?.Prefab;
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JobPrefab? characterJob = character.Info.Job?.Prefab;
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if (characterJob is null) { continue; }
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switch (characterJob.Identifier == apprenticeJob.Identifier)
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+1
-1
@@ -30,7 +30,7 @@
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foreach (Character otherCharacter in Character.GetFriendlyCrew(Character))
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{
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if (otherCharacter == Character) { continue; }
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otherCharacter.Info?.IncreaseSkillLevel(identifier, abilitySkillGain.Value, gainedFromAbility: true);
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otherCharacter.Info.IncreaseSkillLevel(identifier, abilitySkillGain.Value, gainedFromAbility: true);
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}
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}
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else
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+1
-1
@@ -75,7 +75,7 @@ namespace Barotrauma.Abilities
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{
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foreach (Character c in Character.GetFriendlyCrew(Character))
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{
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c?.Info?.ChangeSavedStatValue(statType, value, identifier, removeOnDeath, maxValue: maxValue, setValue: setValue);
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c.Info.ChangeSavedStatValue(statType, value, identifier, removeOnDeath, maxValue: maxValue, setValue: setValue);
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}
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}
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else
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-1
@@ -22,7 +22,6 @@ namespace Barotrauma.Abilities
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foreach (Character character in Character.GetFriendlyCrew(Character))
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{
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if (character.Info is null) { return; }
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character.Info.AdditionalTalentPoints += amount;
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}
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}
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+1
-1
@@ -35,7 +35,7 @@ namespace Barotrauma.Abilities
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GameAnalyticsManager.AddMoneyGainedEvent(moneyAmount, GameAnalyticsManager.MoneySource.Ability, CharacterTalent.Prefab.Identifier.Value);
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foreach (Character character in Character.GetFriendlyCrew(Character))
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{
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character.Info?.GiveExperience(experienceAmount);
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character.Info.GiveExperience(experienceAmount);
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}
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timesGiven++;
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if (max > 0 && timesGiven >= max) { break; }
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