v1.4.4.1 (Blood in the Water Update)
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@@ -16,7 +16,7 @@ namespace Barotrauma
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public void ApplyDeathEffects()
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{
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RespawnManager.ReduceCharacterSkills(this);
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RespawnManager.ReduceCharacterSkillsOnDeath(this);
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RemoveSavedStatValuesOnDeath();
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CauseOfDeath = null;
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}
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@@ -68,8 +68,7 @@ namespace Barotrauma
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msg.WriteColorR8G8B8(Head.SkinColor);
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msg.WriteColorR8G8B8(Head.HairColor);
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msg.WriteColorR8G8B8(Head.FacialHairColor);
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msg.WriteString(ragdollFileName);
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msg.WriteIdentifier(HumanPrefabIds.NpcIdentifier);
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msg.WriteIdentifier(MinReputationToHire.factionId);
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if (!MinReputationToHire.factionId.IsEmpty)
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@@ -80,11 +79,13 @@ namespace Barotrauma
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{
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msg.WriteUInt32(Job.Prefab.UintIdentifier);
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msg.WriteByte((byte)Job.Variant);
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var skills = Job.Prefab.Skills.OrderBy(s => s.Identifier);
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var skills = Job.GetSkills().OrderBy(s => s.Identifier);
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msg.WriteByte((byte)skills.Count());
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foreach (SkillPrefab skillPrefab in skills)
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foreach (var skill in skills)
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{
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msg.WriteSingle(Job.GetSkill(skillPrefab.Identifier)?.Level ?? 0.0f);
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msg.WriteIdentifier(skill.Identifier);
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msg.WriteSingle(skill.Level);
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}
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}
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else
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