Syncing character skill levels
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@@ -715,7 +715,19 @@ namespace Barotrauma
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msg.Write(this is AICharacter);
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msg.Write(Info.Gender == Gender.Female);
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msg.Write((byte)Info.HeadSpriteId);
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msg.Write(Info.Job == null ? "" : Info.Job.Name);
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if (info.Job != null)
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{
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msg.Write(Info.Job.Name);
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msg.Write((byte)info.Job.Skills.Count);
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foreach (Skill skill in info.Job.Skills)
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{
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msg.WriteRangedInteger(0, 100, MathHelper.Clamp(skill.Level, 0, 100));
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}
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}
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else
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{
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msg.Write("");
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}
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}
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public static Character ReadSpawnData(NetBuffer inc, bool spawn = true)
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@@ -746,22 +758,42 @@ namespace Barotrauma
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int ownerId = hasOwner ? inc.ReadByte() : -1;
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string newName = inc.ReadString();
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byte teamID = inc.ReadByte();
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string newName = inc.ReadString();
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byte teamID = inc.ReadByte();
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bool hasAi = inc.ReadBoolean();
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bool isFemale = inc.ReadBoolean();
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int headSpriteID = inc.ReadByte();
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string jobName = inc.ReadString();
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bool hasAi = inc.ReadBoolean();
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bool isFemale = inc.ReadBoolean();
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int headSpriteID = inc.ReadByte();
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string jobName = inc.ReadString();
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JobPrefab jobPrefab = null;
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List<int> skillLevels = new List<int>();
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if (!string.IsNullOrEmpty(jobName))
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{
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jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
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int skillCount = inc.ReadByte();
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for (int i = 0; i < skillCount; i++)
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{
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skillLevels.Add(inc.ReadRangedInteger(0, 100));
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}
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}
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if (!spawn) return null;
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JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
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CharacterInfo ch = new CharacterInfo(configPath, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
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ch.HeadSpriteId = headSpriteID;
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character = Character.Create(configPath, position, ch, GameMain.Client.ID != ownerId, hasAi);
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System.Diagnostics.Debug.Assert(skillLevels.Count == ch.Job.Skills.Count);
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if (ch.Job != null)
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{
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for (int i = 0; i < skillLevels.Count && i < ch.Job.Skills.Count; i++)
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{
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ch.Job.Skills[i].Level = skillLevels[i];
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}
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}
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character = Create(configPath, position, ch, GameMain.Client.ID != ownerId, hasAi);
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character.ID = id;
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character.TeamID = teamID;
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@@ -23,6 +23,7 @@ namespace Barotrauma
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public int Level
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{
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get { return level; }
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set { level = MathHelper.Clamp(value, 0, 100); }
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}
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public Skill(SkillPrefab prefab)
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