Build 1.1.4.0
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@@ -8,7 +8,7 @@ namespace Barotrauma
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public List<CharacterInfo> AvailableCharacters { get; set; }
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public List<CharacterInfo> PendingHires = new List<CharacterInfo>();
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public const int MaxAvailableCharacters = 10;
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public const int MaxAvailableCharacters = 6;
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public HireManager()
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{
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@@ -32,6 +32,24 @@ namespace Barotrauma
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var variant = Rand.Range(0, job.Variants, Rand.RandSync.ServerAndClient);
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AvailableCharacters.Add(new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobOrJobPrefab: job, variant: variant));
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}
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if (location.Faction != null) { GenerateFactionCharacters(location.Faction.Prefab); }
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if (location.SecondaryFaction != null) { GenerateFactionCharacters(location.SecondaryFaction.Prefab); }
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}
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private void GenerateFactionCharacters(FactionPrefab faction)
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{
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foreach (var character in faction.HireableCharacters)
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{
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HumanPrefab humanPrefab = NPCSet.Get(character.NPCSetIdentifier, character.NPCIdentifier);
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if (humanPrefab == null)
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{
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DebugConsole.ThrowError($"Couldn't create a hireable for the location: character prefab \"{character.NPCIdentifier}\" not found in the NPC set \"{character.NPCSetIdentifier}\".");
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continue;
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}
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var characterInfo = humanPrefab.CreateCharacterInfo(Rand.RandSync.ServerAndClient);
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characterInfo.MinReputationToHire = (faction.Identifier, character.MinReputation);
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AvailableCharacters.Add(characterInfo);
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}
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}
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public void Remove()
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