Blowing up the reactor sets karma to 0, all jobs except assistant require a certain karma level
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@@ -1565,7 +1565,7 @@ namespace Barotrauma
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public virtual AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
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{
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Limb limbHit = null;
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var attackResult = AddDamage(worldPosition, attack.DamageType, attack.GetDamage(deltaTime), attack.GetBleedingDamage(deltaTime), attack.Stun, playSound, attack.TargetForce, out limbHit);
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var attackResult = AddDamage(worldPosition, attack.DamageType, attack.GetDamage(deltaTime), attack.GetBleedingDamage(deltaTime), attack.Stun, playSound, attack.TargetForce, out limbHit, attacker);
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if (limbHit == null) return new AttackResult();
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var attackingCharacter = attacker as Character;
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@@ -1612,7 +1612,7 @@ namespace Barotrauma
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return AddDamage(worldPosition, damageType, amount, bleedingAmount, stun, playSound, attackForce, out temp);
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}
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public AttackResult AddDamage(Vector2 worldPosition, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound, float attackForce, out Limb hitLimb)
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public AttackResult AddDamage(Vector2 worldPosition, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound, float attackForce, out Limb hitLimb,IDamageable attacker=null)
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{
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hitLimb = null;
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@@ -1640,7 +1640,7 @@ namespace Barotrauma
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AttackResult attackResult = hitLimb.AddDamage(worldPosition, damageType, amount, bleedingAmount, playSound);
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AddDamage(damageType == DamageType.Burn ? CauseOfDeath.Burn : causeOfDeath, attackResult.Damage, null);
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AddDamage(damageType == DamageType.Burn ? CauseOfDeath.Burn : causeOfDeath, attackResult.Damage, attacker);
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if (DoesBleed)
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{
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