Build 0.20.7.0
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@@ -386,23 +386,27 @@ namespace Barotrauma
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#if CLIENT
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foreach (Character character in crewCharacters)
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{
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var experienceGainMultiplierIndividual = new AbilityMissionExperienceGainMultiplier(this, 1f);
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character.CheckTalents(AbilityEffectType.OnGainMissionExperience, experienceGainMultiplierIndividual);
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character.Info?.GiveExperience(experienceGain, isMissionExperience: true);
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GiveMissionExperience(character.Info);
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}
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#else
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foreach (Barotrauma.Networking.Client c in GameMain.Server.ConnectedClients)
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{
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//give the experience to the stored characterinfo if the client isn't currently controlling a character
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CharacterInfo info = c.Character?.Info ?? c.CharacterInfo;
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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), isMissionExperience: true);
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GiveMissionExperience(c.Character?.Info ?? c.CharacterInfo);
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}
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foreach (Character bot in GameSession.GetSessionCrewCharacters(CharacterType.Bot))
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{
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GiveMissionExperience(bot.Info);
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}
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#endif
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void GiveMissionExperience(CharacterInfo info)
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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), isMissionExperience: true);
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}
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// apply money gains afterwards to prevent them from affecting XP gains
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var missionMoneyGainMultiplier = new AbilityMissionMoneyGainMultiplier(this, 1f);
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crewCharacters.ForEach(c => c.CheckTalents(AbilityEffectType.OnGainMissionMoney, missionMoneyGainMultiplier));
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