Blowing up the reactor sets karma to 0, all jobs except assistant require a certain karma level
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@@ -209,7 +209,7 @@ namespace Barotrauma.Items.Components
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if (progressBar != null) progressBar.Size = new Vector2(60.0f, 20.0f);
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#endif
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess,user);
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//if the next section is small enough, apply the effect to it as well
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//(to make it easier to fix a small "left-over" section)
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@@ -20,6 +20,8 @@ namespace Barotrauma.Items.Components
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private float temperature;
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private Client BlameOnBroken;
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//is automatic temperature control on
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//(adjusts the cooling rate automatically to keep the
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//amount of power generated balanced with the load)
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@@ -326,6 +328,14 @@ namespace Barotrauma.Items.Components
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if (containedItem == null) continue;
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containedItem.Condition = 0.0f;
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}
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if (GameMain.Server != null)
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{
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if (GameMain.Server.ConnectedClients.Contains(BlameOnBroken))
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{
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BlameOnBroken.Karma = 0.0f;
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}
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}
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}
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public override bool Pick(Character picker)
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@@ -387,8 +397,12 @@ namespace Barotrauma.Items.Components
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float coolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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float fissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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if (!item.CanClientAccess(c)) return;
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if (!item.CanClientAccess(c)) return;
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if (!autoTemp && AutoTemp) BlameOnBroken = c;
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if (shutDownTemp > ShutDownTemp) BlameOnBroken = c;
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if (fissionRate > FissionRate) BlameOnBroken = c;
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AutoTemp = autoTemp;
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ShutDownTemp = shutDownTemp;
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