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Implement Weapon_Upgrade
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@@ -111,6 +111,7 @@ public class PlayerInstance(PlayerGameData data)
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public async ValueTask OnEnterGame()
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{
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if (!Initialized) await InitialPlayerManager();
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await CharacterManager.RepairCharacterWeapons();
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}
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public async ValueTask OnLogin()
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@@ -218,6 +219,11 @@ public class PlayerInstance(PlayerGameData data)
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yield return (178, 1, 1_700_000_000);
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yield return (187, 1, 2);
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// Cash.GetMoneyCount uses group 1 with sid = moneyId * 2 + 1 for most currencies.
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// Fill a wide currency id range so every in-game currency starts effectively unlimited.
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for (uint moneyId = 1; moneyId <= 200; moneyId++)
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yield return (1, moneyId * 2 + 1, 999_999_999);
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for (uint guideId = 1; guideId <= 150; guideId++)
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yield return (4, guideId, 999);
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