Unstable 0.1500.7.0 (No edition)
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@@ -1162,7 +1162,7 @@ namespace Barotrauma
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return (int)(salary * Job.Prefab.PriceMultiplier);
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}
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public void IncreaseSkillLevel(string skillIdentifier, float increase, Vector2 pos, bool gainedFromApprenticeship = false)
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public void IncreaseSkillLevel(string skillIdentifier, float increase, bool gainedFromApprenticeship = false)
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{
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if (Job == null || (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) || Character == null) { return; }
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@@ -1190,10 +1190,10 @@ namespace Barotrauma
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}
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}
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OnSkillChanged(skillIdentifier, prevLevel, newLevel, pos);
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OnSkillChanged(skillIdentifier, prevLevel, newLevel);
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}
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public void SetSkillLevel(string skillIdentifier, float level, Vector2 pos)
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public void SetSkillLevel(string skillIdentifier, float level)
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{
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if (Job == null) { return; }
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@@ -1201,19 +1201,19 @@ namespace Barotrauma
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if (skill == null)
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{
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Job.Skills.Add(new Skill(skillIdentifier, level));
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OnSkillChanged(skillIdentifier, 0.0f, level, pos);
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OnSkillChanged(skillIdentifier, 0.0f, level);
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}
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else
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{
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float prevLevel = skill.Level;
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skill.Level = level;
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OnSkillChanged(skillIdentifier, prevLevel, skill.Level, pos);
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OnSkillChanged(skillIdentifier, prevLevel, skill.Level);
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}
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}
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partial void OnSkillChanged(string skillIdentifier, float prevLevel, float newLevel, Vector2 textPopupPos);
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partial void OnSkillChanged(string skillIdentifier, float prevLevel, float newLevel);
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public void GiveExperience(int amount, float popupOffset = 0f, bool isMissionExperience = false)
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public void GiveExperience(int amount, bool isMissionExperience = false)
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{
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int prevAmount = ExperiencePoints;
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@@ -1229,7 +1229,7 @@ namespace Barotrauma
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if (amount < 0) { return; }
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ExperiencePoints += amount;
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OnExperienceChanged(prevAmount, ExperiencePoints, Character.Position + Vector2.UnitY * (150.0f + popupOffset));
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OnExperienceChanged(prevAmount, ExperiencePoints);
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}
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public void SetExperience(int newExperience)
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@@ -1238,7 +1238,7 @@ namespace Barotrauma
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int prevAmount = ExperiencePoints;
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ExperiencePoints = newExperience;
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OnExperienceChanged(prevAmount, ExperiencePoints, Character.Position + Vector2.UnitY * 150.0f);
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OnExperienceChanged(prevAmount, ExperiencePoints);
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}
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const int BaseExperienceRequired = 50;
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@@ -1295,7 +1295,7 @@ namespace Barotrauma
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return BaseExperienceRequired + AddedExperienceRequiredPerLevel * level;
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}
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partial void OnExperienceChanged(int prevAmount, int newAmount, Vector2 textPopupPos);
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partial void OnExperienceChanged(int prevAmount, int newAmount);
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public void Rename(string newName)
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{
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