Unstable 0.1500.1.0 (BaroDev edition)
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using System.Collections.Generic;
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namespace Barotrauma.Abilities
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{
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class AbilityValue : IAbilityValue
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{
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public AbilityValue(float value)
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{
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Value = value;
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}
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public float Value { get; set; }
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}
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class AbilityValueItem : IAbilityValue, IAbilityItemPrefab
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{
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public AbilityValueItem(float value, ItemPrefab itemPrefab)
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{
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Value = value;
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ItemPrefab = itemPrefab;
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}
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public float Value { get; set; }
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public ItemPrefab ItemPrefab { get; set; }
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}
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class AbilityValueString : IAbilityValue, IAbilityString
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{
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public AbilityValueString(float value, string abilityString)
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{
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Value = value;
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String = abilityString;
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}
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public float Value { get; set; }
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public string String { get; set; }
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}
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class AbilityStringCharacter : IAbilityCharacter, IAbilityString
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{
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public AbilityStringCharacter(string abilityString, Character character)
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{
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String = abilityString;
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Character = character;
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}
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public Character Character { get; set; }
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public string String { get; set; }
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}
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class AbilityValueAffliction : IAbilityValue, IAbilityAffliction
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{
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public AbilityValueAffliction(float value, Affliction affliction)
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{
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Value = value;
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Affliction = affliction;
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}
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public float Value { get; set; }
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public Affliction Affliction { get; set; }
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}
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class AbilityValueMission : IAbilityValue, IAbilityMission
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{
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public AbilityValueMission(float value, Mission mission)
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{
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Value = value;
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Mission = mission;
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}
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public float Value { get; set; }
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public Mission Mission { get; set; }
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}
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class AbilityAttackData : IAbilityCharacter
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{
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public float DamageMultiplier { get; set; } = 1f;
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public float AddedPenetration { get; set; } = 0f;
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public List<Affliction> Afflictions { get; set; }
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public Attack SourceAttack { get; }
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public Character Character { get; set; }
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public Character Attacker { get; set; }
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public AbilityAttackData(Attack sourceAttack, Character character)
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{
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SourceAttack = sourceAttack;
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Character = character;
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}
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}
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}
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