Unstable 0.1500.1.0 (BaroDev edition)
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@@ -316,7 +316,7 @@ namespace Barotrauma.Items.Components
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availablePrefab.Condition -= availablePrefab.Prefab.Health * requiredItem.MinCondition;
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continue;
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}
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availablePrefabs.Remove(availablePrefab);
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Entity.Spawner.AddToRemoveQueue(availablePrefab);
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inputContainer.Inventory.RemoveItem(availablePrefab);
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@@ -324,18 +324,20 @@ namespace Barotrauma.Items.Components
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}
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});
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Character tempUser = user;
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int amountFittingContainer = outputContainer.Inventory.HowManyCanBePut(fabricatedItem.TargetItem, fabricatedItem.OutCondition * fabricatedItem.TargetItem.Health);
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var itemsCreated = new AbilityValue(fabricatedItem.Amount);
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foreach (Character character in Character.CharacterList.Where(c => c.TeamID == user.TeamID))
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var fabricationValueItem = new AbilityValueItem(fabricatedItem.Amount, fabricatedItem.TargetItem);
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if (user != null)
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{
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character.CheckTalents(AbilityEffectType.OnAllyItemFabricatedAmount, (fabricatedItem.TargetItem, itemsCreated));
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foreach (Character character in Character.CharacterList.Where(c => c.TeamID == user.TeamID))
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{
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character.CheckTalents(AbilityEffectType.OnAllyItemFabricatedAmount, fabricationValueItem);
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}
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user.CheckTalents(AbilityEffectType.OnItemFabricatedAmount, fabricationValueItem);
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}
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tempUser.CheckTalents(AbilityEffectType.OnItemFabricatedAmount, (fabricatedItem.TargetItem, itemsCreated));
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for (int i = 0; i < (int)itemsCreated.Value; i++)
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var tempUser = user;
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for (int i = 0; i < (int)fabricationValueItem.Value; i++)
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{
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if (i < amountFittingContainer)
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{
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@@ -359,14 +361,13 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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if (user?.Info != null && !user.Removed)
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{
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foreach (Skill skill in fabricatedItem.RequiredSkills)
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{
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float userSkill = user.GetSkillLevel(skill.Identifier);
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float addedSkill = skill.Level * SkillSettings.Current.SkillIncreasePerFabricatorRequiredSkill / Math.Max(userSkill, 1.0f);
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var addedSkillValue = new AbilityValue(0f);
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var addedSkillValue = new AbilityValueString(0f, skill.Identifier);
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user.CheckTalents(AbilityEffectType.OnItemFabricationSkillGain, addedSkillValue);
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user.Info.IncreaseSkillLevel(
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