v0.11.0.9
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class IdCard : Pickable
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{
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public IdCard(Item item, XElement element) : base(item, element)
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{
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}
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public void Initialize(CharacterInfo info)
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{
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if (info == null) return;
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if (info.Job?.Prefab != null)
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{
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item.AddTag("jobid:" + info.Job.Prefab.Identifier);
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}
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var head = info.Head;
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if (info != null && head != null)
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{
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item.AddTag("gender:" + head.gender.ToString().ToLowerInvariant());
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item.AddTag("race:" + head.race.ToString());
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item.AddTag("headspriteid:" + info.HeadSpriteId.ToString());
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item.AddTag("hairindex:" + head.HairIndex);
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item.AddTag("beardindex:" + head.BeardIndex);
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item.AddTag("moustacheindex:" + head.MoustacheIndex);
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item.AddTag("faceattachmentindex:" + head.FaceAttachmentIndex);
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if (head.SheetIndex != null)
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{
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item.AddTag("sheetindex:" + head.SheetIndex.Value.X + ";" + head.SheetIndex.Value.Y);
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}
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}
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}
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public override void Equip(Character character)
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{
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base.Equip(character);
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character.Info.CheckDisguiseStatus(true, this);
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}
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public override void Unequip(Character character)
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{
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base.Unequip(character);
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character.Info.CheckDisguiseStatus(true, this);
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}
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}
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}
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