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https://github.com/bitburner-official/bitburner-src.git
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dist/main.bundle.js
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dist/main.bundle.js
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dist/main.bundle.js.map
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dist/main.bundle.js.map
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@ -219,7 +219,10 @@ export function PurchasableAugmentation(props: IPurchasableAugProps): React.Reac
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textOverflow: "ellipsis",
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whiteSpace: "nowrap",
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overflow: "hidden",
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color: props.owned ? Settings.theme.disabled : Settings.theme.primary,
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color:
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props.owned || !props.parent.canPurchase(props.parent.player, aug)
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? Settings.theme.disabled
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: Settings.theme.primary,
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}}
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>
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{aug.name}
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@ -1677,11 +1677,11 @@ export class Bladeburner implements IBladeburner {
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this.actionTimeOverflow = 0;
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if (this.actionTimeCurrent >= this.actionTimeToComplete) {
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this.actionTimeOverflow = this.actionTimeCurrent - this.actionTimeToComplete;
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const action = this.getActionObject(this.action);
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const retValue = this.completeAction(player, player, this.action);
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player.gainMoney(retValue.money, "bladeburner");
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player.gainStats(retValue);
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// Operation Daedalus
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const action = this.getActionObject(this.action);
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if (action == null) {
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throw new Error("Failed to get BlackOperation Object for: " + this.action.name);
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} else if (action.name === BlackOperationNames.OperationDaedalus && this.blackops[action.name]) {
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@ -105,6 +105,7 @@ const hacknet: IMap<any> = {
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numHashes: 0,
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hashCost: 0,
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spendHashes: 0,
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maxNumNodes: 0,
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};
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// Stock API
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@ -993,6 +993,7 @@ export function finishFactionWork(this: IPlayer, cancelled: boolean, sing = fals
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faction.playerReputation += this.workRepGained;
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this.updateSkillLevels();
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let res = "";
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if (!sing) {
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dialogBoxCreate(
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@ -1013,12 +1014,8 @@ export function finishFactionWork(this: IPlayer, cancelled: boolean, sing = fals
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<br />
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</>,
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);
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}
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this.isWorking = false;
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this.resetWorkStatus();
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if (sing) {
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const res =
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} else {
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res =
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"You worked for your faction " +
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faction.name +
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" for a total of " +
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@ -1039,10 +1036,11 @@ export function finishFactionWork(this: IPlayer, cancelled: boolean, sing = fals
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" agi exp, and " +
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numeralWrapper.formatExp(this.workChaExpGained) +
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" cha exp.";
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return res;
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}
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return "";
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this.isWorking = false;
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this.resetWorkStatus();
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return res;
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}
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//Money gained per game cycle
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