assigning jobs when a round starts, crew tab in multiplayer, repairtool particles light & sounds, attachable buttons, increased repairtool range & limbdamage, captain's uniform, wearable sprite bugfixes
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@@ -418,10 +418,12 @@ namespace Subsurface
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public void GiveJobItems(WayPoint spawnPoint)
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{
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if (Info == null || Info.Job == null) return;
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foreach (string itemName in Info.Job.SpawnItemNames)
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if (info == null || info.Job == null) return;
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for (int i = 0; i < info.Job.SpawnItemNames.Count; i++ )
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{
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string itemName = info.Job.SpawnItemNames[i];
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ItemPrefab itemPrefab = ItemPrefab.list.Find(ip => ip.Name == itemName) as ItemPrefab;
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if (itemPrefab == null)
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{
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@@ -431,14 +433,18 @@ namespace Subsurface
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Item item = new Item(itemPrefab, Position);
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inventory.TryPutItem(item, item.AllowedSlots, false);
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if (item.Prefab.Name == "ID Card" && spawnPoint!=null)
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if (info.Job.EquipSpawnItem[i])
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{
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item.Equip(this);
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}
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if (item.Prefab.Name == "ID Card" && spawnPoint != null)
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{
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foreach (string s in spawnPoint.IdCardTags)
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{
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item.AddTag(s);
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}
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}
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}
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}
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}
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@@ -476,8 +482,7 @@ namespace Subsurface
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if (i == 1 && selectedItems[0] == selectedItems[1]) continue;
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if (actionKeyDown.State) selectedItems[i].Use(deltaTime, this);
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if (secondaryKeyDown.State && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
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if (secondaryKeyDown.State && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
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}
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if (selectedConstruction != null)
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@@ -906,6 +911,8 @@ namespace Subsurface
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}
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}
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health = 0.0f;
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isDead = true;
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AnimController.movement = Vector2.Zero;
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AnimController.TargetMovement = Vector2.Zero;
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@@ -914,7 +921,6 @@ namespace Subsurface
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{
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if (selectedItems[i] != null) selectedItems[i].Drop(this);
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}
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aiTarget.Remove();
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aiTarget = null;
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