Build 0.21.6.0 (1.0 pre-patch)
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@@ -19,7 +19,9 @@ partial class UIHighlightAction : EventAction
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TurbineOutputSlider,
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DeconstructButton,
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RechargeSpeedSlider,
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CPRButton
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CPRButton,
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CloseButton,
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MessageBoxCloseButton
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}
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[Serialize(ElementId.None, IsPropertySaveable.Yes)]
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@@ -226,7 +226,7 @@ namespace Barotrauma
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bool requiresRescue = element.GetAttributeBool("requirerescue", false);
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Character spawnedCharacter = CreateHuman(humanPrefab, characters, characterItems, submarine, requiresRescue ? CharacterTeamType.FriendlyNPC : CharacterTeamType.None, spawnPos, giveTags: true);
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Character spawnedCharacter = CreateHuman(humanPrefab, characters, characterItems, submarine, requiresRescue ? CharacterTeamType.FriendlyNPC : CharacterTeamType.None, spawnPos);
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if (spawnPos is WayPoint wp)
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{
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@@ -97,7 +97,7 @@ namespace Barotrauma
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List<Submarine> connectedSubs = level.BeaconStation.GetConnectedSubs();
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foreach (Item item in Item.ItemList)
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{
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if (!connectedSubs.Contains(item.Submarine)) { continue; }
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if (!connectedSubs.Contains(item.Submarine) || item.Submarine?.Info is { IsPlayer: true }) { continue; }
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if (item.GetComponent<PowerTransfer>() != null ||
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item.GetComponent<PowerContainer>() != null ||
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item.GetComponent<Reactor>() != null ||
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@@ -404,7 +404,7 @@ namespace Barotrauma
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{
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var experienceGainMultiplierIndividual = new AbilityMissionExperienceGainMultiplier(this, 1f);
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info?.Character?.CheckTalents(AbilityEffectType.OnGainMissionExperience, experienceGainMultiplierIndividual);
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info?.GiveExperience((int)(experienceGain * experienceGainMultiplier.Value));
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info?.GiveExperience((int)((experienceGain * experienceGainMultiplier.Value) * experienceGainMultiplierIndividual.Value));
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}
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// apply money gains afterwards to prevent them from affecting XP gains
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@@ -545,17 +545,14 @@ namespace Barotrauma
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return humanPrefab;
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}
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protected Character CreateHuman(HumanPrefab humanPrefab, List<Character> characters, Dictionary<Character, List<Item>> characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn = null, Rand.RandSync humanPrefabRandSync = Rand.RandSync.ServerAndClient, bool giveTags = true)
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protected static Character CreateHuman(HumanPrefab humanPrefab, List<Character> characters, Dictionary<Character, List<Item>> characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn = null, Rand.RandSync humanPrefabRandSync = Rand.RandSync.ServerAndClient)
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{
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var characterInfo = humanPrefab.CreateCharacterInfo(Rand.RandSync.ServerAndClient);
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characterInfo.TeamID = teamType;
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if (positionToStayIn == null)
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{
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positionToStayIn =
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positionToStayIn ??=
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WayPoint.GetRandom(SpawnType.Human, characterInfo.Job?.Prefab, submarine) ??
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WayPoint.GetRandom(SpawnType.Human, null, submarine);
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}
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Character spawnedCharacter = Character.Create(characterInfo.SpeciesName, positionToStayIn.WorldPosition, ToolBox.RandomSeed(8), characterInfo, createNetworkEvent: false);
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spawnedCharacter.HumanPrefab = humanPrefab;
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@@ -201,7 +201,7 @@ namespace Barotrauma
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{
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continue;
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}
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if (Level.Loaded.ExtraWalls.Any(w => w.IsPointInside(position.Position.ToVector2())))
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if (Level.Loaded.IsPositionInsideWall(position.Position.ToVector2()))
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{
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removals.Add(position);
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}
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