Unstable 1.2.4.0
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@@ -57,7 +57,7 @@ namespace Barotrauma
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{
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for (int n = 0; n < 2; n++)
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{
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descriptions[i] = descriptions[i].Replace("[location" + (n + 1) + "]", locations[n].Name);
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descriptions[i] = descriptions[i].Replace("[location" + (n + 1) + "]", locations[n].DisplayName);
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}
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}
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@@ -185,7 +185,7 @@ namespace Barotrauma
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for (int n = 0; n < 2; n++)
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{
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string locationName = $"‖color:gui.orange‖{locations[n].Name}‖end‖";
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string locationName = $"‖color:gui.orange‖{locations[n].DisplayName}‖end‖";
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if (description != null) { description = description.Replace("[location" + (n + 1) + "]", locationName); }
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if (successMessage != null) { successMessage = successMessage.Replace("[location" + (n + 1) + "]", locationName); }
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if (failureMessage != null) { failureMessage = failureMessage.Replace("[location" + (n + 1) + "]", locationName); }
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@@ -431,8 +431,7 @@ namespace Barotrauma
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IEnumerable<Character> crewCharacters = GameSession.GetSessionCrewCharacters(CharacterType.Both);
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// use multipliers here so that we can easily add them together without introducing multiplicative XP stacking
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var experienceGainMultiplier = new AbilityMissionExperienceGainMultiplier(this, 1f);
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crewCharacters.ForEach(c => c.CheckTalents(AbilityEffectType.OnAllyGainMissionExperience, experienceGainMultiplier));
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var experienceGainMultiplier = new AbilityMissionExperienceGainMultiplier(this, 1f, character: null);
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crewCharacters.ForEach(c => experienceGainMultiplier.Value += c.GetStatValue(StatTypes.MissionExperienceGainMultiplier));
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DistributeExperienceToCrew(crewCharacters, (int)(baseExperienceGain * experienceGainMultiplier.Value));
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@@ -652,16 +651,18 @@ namespace Barotrauma
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public Mission Mission { get; set; }
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}
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class AbilityMissionExperienceGainMultiplier : AbilityObject, IAbilityValue, IAbilityMission
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class AbilityMissionExperienceGainMultiplier : AbilityObject, IAbilityValue, IAbilityMission, IAbilityCharacter
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{
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public AbilityMissionExperienceGainMultiplier(Mission mission, float missionExperienceGainMultiplier)
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public AbilityMissionExperienceGainMultiplier(Mission mission, float missionExperienceGainMultiplier, Character character)
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{
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Value = missionExperienceGainMultiplier;
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Mission = mission;
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Character = character;
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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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public Character Character { get; set; }
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}
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}
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