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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using UnityEngine.Events;
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using SiegeSong;
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namespace SiegeSong
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{
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[System.Serializable]
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public class Statistics
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{
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public int ID;
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public string ActorInstanceID;
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public float LocationX;
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public float LocationY;
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public float LocationZ;
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public float RotationX;
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public float RotationY;
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public float RotationZ;
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public List<int> InventoryItemIDs = new List<int>();
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public List<int> InventoryItemQuantities = new List<int>();
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public List<int> ActiveInventoryItemIDs = new List<int>();
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public string SpeciesKey = "_Human";
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public string FirstName = "Human";
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public string LastName = "Being";
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public bool Alive = true;
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public bool IsPlayer = true;
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public Dictionary<int, int> RespectForActor;
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public Dictionary<int, int> AdmirationForActor;
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public Dictionary<int, int> SuspicionOfActor;
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public Dictionary<int, int> FactionRank;
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public Dictionary<int, int> RegionalBounty;
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public Dictionary<int, int> RegionalFame;
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public Dictionary<int, int> QuestStates;
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public Dictionary<int, int> Attributes;
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public Dictionary<int, Dictionary<int, int>> SkillValueCategories;
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public Dictionary<string, float> Blendshapes;
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public int HairstyleID;
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public int FacialHairID;
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public int FacialDetailID;
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public int HairColorR;
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public int HairColorG;
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public int HairColorB;
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public int HairColorA;
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public bool Recoil;
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public int NoiseBeingProduced = 2; // in decibels
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public int VisualStealthRating;
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public float StaminaRecoveryRate = 0.2f;
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public float MagicRecoveryRate = 0.2f;
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public float HealthRecoveryRate = 0.2f;
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public int MaxHealth = 100;
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public int MaxStamina = 100;
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public int MaxMagic = 100;
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public float Health = 100.0f;
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public float Stamina = 100.0f;
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public float Magic = 100.0f;
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public int SprintCost = 2;
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public bool InCombat;
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public bool Staggered;
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public bool OffBalance;
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public bool Fallen;
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public bool Invincible;
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public int Hunger;
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public int Thirst;
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public int Exhaustion;
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public int Heat;
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public int CarryWeight;
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public int MaxCarryWeight = 100;
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public int Gold;
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public int Level = 1;
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public int Experience = 0;
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public int ExperienceToNextLevel = 1000;
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public bool CanHealH = true;
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public bool CanHealS = true;
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public bool CanHealM = true;
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public List<int> StaminaTemporarilyRemovedIncrements = new List<int>();
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public List<int> MagicTemporarilyRemovedIncrements = new List<int>();
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public List<int> HealthTemporarilyRemovedIncrements = new List<int>();
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}
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}
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