Characters can be left behind in levels and they will stay there until the player returns, other subs visible in sonar
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@@ -22,6 +22,8 @@ namespace Barotrauma
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private List<ushort> pickedItems;
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public ushort? HullID = null;
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private Vector2[] headSpriteRange;
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private Gender gender;
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@@ -134,7 +136,7 @@ namespace Barotrauma
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HeadSpriteId = Rand.Range((int)headSpriteRange[genderIndex].X, (int)headSpriteRange[genderIndex].Y + 1);
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}
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this.Job = (jobPrefab == null) ? Job.Random() : new Job(jobPrefab);
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this.Job = (jobPrefab == null) ? Job.Random() : new Job(jobPrefab);
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if (!string.IsNullOrEmpty(name))
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{
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@@ -294,6 +296,9 @@ namespace Barotrauma
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Salary = ToolBox.GetAttributeInt(element, "salary", 1000);
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headSpriteId = ToolBox.GetAttributeInt(element, "headspriteid", 1);
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StartItemsGiven = ToolBox.GetAttributeBool(element, "startitemsgiven", false);
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int hullId = ToolBox.GetAttributeInt(element, "hull", -1);
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if (hullId > 0 && hullId <= ushort.MaxValue) this.HullID = (ushort)hullId;
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pickedItems = new List<ushort>();
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@@ -341,10 +346,19 @@ namespace Barotrauma
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new XAttribute("salary", Salary),
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new XAttribute("headspriteid", HeadSpriteId),
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new XAttribute("startitemsgiven", StartItemsGiven));
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if (Character != null && Character.Inventory != null)
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if (Character != null)
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{
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UpdateCharacterItems();
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if (Character.Inventory != null)
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{
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UpdateCharacterItems();
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}
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if (Character.AnimController.CurrentHull != null)
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{
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HullID = Character.AnimController.CurrentHull.ID;
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charElement.Add(new XAttribute("hull", Character.AnimController.CurrentHull.ID));
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}
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}
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if (pickedItems.Count > 0)
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@@ -360,6 +374,7 @@ namespace Barotrauma
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public void Remove()
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{
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Character = null;
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//if (headSprite != null)
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//{
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// headSprite.Remove();
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