Build 1.1.4.0
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@@ -131,6 +131,8 @@ namespace Barotrauma
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if (character.Info.GetTotalTalentPoints() - selectedTalents.Count <= 0) { return false; }
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if (!JobTalentTrees.TryGet(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return false; }
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if (IsTalentLocked(talentIdentifier)) { return false; }
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foreach (var subTree in talentTree!.TalentSubTrees)
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{
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if (subTree.AllTalentIdentifiers.Contains(talentIdentifier) && subTree.HasMaxTalents(selectedTalents)) { return false; }
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@@ -152,6 +154,18 @@ namespace Barotrauma
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return false;
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}
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public static bool IsTalentLocked(Identifier talentIdentifier, ImmutableHashSet<Character> characterList = null)
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{
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characterList ??= GameSession.GetSessionCrewCharacters(CharacterType.Both);
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foreach (Character c in characterList)
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{
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if (c.Info.GetSavedStatValue(StatTypes.LockedTalents, talentIdentifier) >= 1) { return true; }
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}
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return false;
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}
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public static List<Identifier> CheckTalentSelection(Character controlledCharacter, IEnumerable<Identifier> selectedTalents)
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{
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List<Identifier> viableTalents = new List<Identifier>();
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