v1.4.4.1 (Blood in the Water Update)
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@@ -1,4 +1,4 @@
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using Barotrauma.Extensions;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using System;
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using System.Linq;
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@@ -46,6 +46,7 @@ namespace Barotrauma
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ContentPath tintMaskPath = maskElement.GetAttributeContentPath("texture");
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if (!tintMaskPath.IsNullOrEmpty())
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{
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VerifySpriteTagsLoaded();
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tintMask = new Sprite(maskElement, file: Limb.GetSpritePath(tintMaskPath, this));
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tintHighlightThreshold = maskElement.GetAttributeFloat("highlightthreshold", 0.6f);
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tintHighlightMultiplier = maskElement.GetAttributeFloat("highlightmultiplier", 0.8f);
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@@ -61,7 +62,7 @@ namespace Barotrauma
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//Stretch = true
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};
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var headerArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.322f), paddedFrame.RectTransform), isHorizontal: true);
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var headerArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.4f), paddedFrame.RectTransform), isHorizontal: true);
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new GUICustomComponent(new RectTransform(new Vector2(0.425f, 1.0f), headerArea.RectTransform),
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onDraw: (sb, component) => DrawInfoFrameCharacterIcon(sb, component.Rect));
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@@ -185,7 +186,7 @@ namespace Barotrauma
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private void DrawInfoFrameCharacterIcon(SpriteBatch sb, Rectangle componentRect)
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{
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if (_headSprite == null) { return; }
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if (HeadSprite == null) { return; }
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Vector2 targetAreaSize = componentRect.Size.ToVector2();
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float scale = Math.Min(targetAreaSize.X / _headSprite.size.X, targetAreaSize.Y / _headSprite.size.Y);
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DrawIcon(sb, componentRect.Location.ToVector2() + _headSprite.size / 2 * scale, targetAreaSize);
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@@ -537,8 +538,7 @@ namespace Barotrauma
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Color skinColor = inc.ReadColorR8G8B8();
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Color hairColor = inc.ReadColorR8G8B8();
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Color facialHairColor = inc.ReadColorR8G8B8();
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string ragdollFile = inc.ReadString();
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Identifier npcId = inc.ReadIdentifier();
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Identifier factionId = inc.ReadIdentifier();
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@@ -560,18 +560,15 @@ namespace Barotrauma
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throw new Exception($"Error while reading {nameof(CharacterInfo)} received from the server: could not find a job prefab with the identifier \"{jobIdentifier}\".");
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}
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byte skillCount = inc.ReadByte();
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List<SkillPrefab> jobSkills = jobPrefab?.Skills.OrderBy(s => s.Identifier).ToList();
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for (int i = 0; i < skillCount; i++)
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{
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Identifier skillIdentifier = inc.ReadIdentifier();
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float skillLevel = inc.ReadSingle();
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if (jobSkills != null && i < jobSkills.Count)
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{
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skillLevels.Add(jobSkills[i].Identifier, skillLevel);
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}
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skillLevels.Add(skillIdentifier, skillLevel);
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}
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}
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CharacterInfo ch = new CharacterInfo(speciesName, newName, originalName, jobPrefab, ragdollFile, variant, npcIdentifier: npcId)
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CharacterInfo ch = new CharacterInfo(speciesName, newName, originalName, jobPrefab, variant, npcIdentifier: npcId)
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{
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ID = infoID,
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MinReputationToHire = (factionId, minReputationToHire)
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