Blood in the Water Hotfix 2 - 1.4.6.0
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@@ -806,12 +806,18 @@ namespace Barotrauma
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{
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if (order.Identifier == Tags.DeconstructThis)
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{
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Item.DeconstructItems.Add(item);
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foreach (var stackedItem in item.GetStackedItems())
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{
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Item.DeconstructItems.Add(stackedItem);
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}
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HintManager.OnItemMarkedForDeconstruction(order.OrderGiver);
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}
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else
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{
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Item.DeconstructItems.Remove(item);
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foreach (var stackedItem in item.GetStackedItems())
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{
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Item.DeconstructItems.Remove(stackedItem);
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}
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}
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}
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}
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@@ -820,8 +826,19 @@ namespace Barotrauma
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WallSection ws = null;
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if (order.TargetType == Order.OrderTargetType.Entity && order.TargetEntity is IIgnorable ignorable)
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{
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ignorable.OrderedToBeIgnored = order.Identifier == Tags.IgnoreThis;
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AddOrder(order.Clone(), null);
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if (ignorable is Item item)
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{
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foreach (var stackedItem in item.GetStackedItems())
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{
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stackedItem.OrderedToBeIgnored = order.Identifier == Tags.IgnoreThis;
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AddOrder(order.Clone().WithTargetEntity(stackedItem), fadeOutTime: null);
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}
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}
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else
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{
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ignorable.OrderedToBeIgnored = order.Identifier == Tags.IgnoreThis;
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AddOrder(order.Clone(), fadeOutTime: null);
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}
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}
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else if (order.TargetType == Order.OrderTargetType.WallSection && order.TargetEntity is Structure s)
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{
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@@ -830,7 +847,7 @@ namespace Barotrauma
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if (ws != null)
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{
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ws.OrderedToBeIgnored = order.Identifier == Tags.IgnoreThis;
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AddOrder(order.WithWallSection(s, wallSectionIndex), null);
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AddOrder(order.WithWallSection(s, wallSectionIndex), fadeOutTime: null);
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}
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}
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else
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@@ -841,9 +858,9 @@ namespace Barotrauma
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{
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hull = Hull.FindHull(ws.WorldPosition);
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}
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else if (order.TargetEntity is Item i)
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else if (order.TargetEntity is Item item)
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{
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hull = i.CurrentHull;
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hull = item.CurrentHull;
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}
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else if (order.TargetEntity is ISpatialEntity se)
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{
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@@ -1238,7 +1255,7 @@ namespace Barotrauma
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if (GUI.DisableHUD) { return; }
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if (CoroutineManager.IsCoroutineRunning("LevelTransition") || CoroutineManager.IsCoroutineRunning("SubmarineTransition")) { return; }
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commandFrame?.AddToGUIUpdateList();
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commandFrame?.AddToGUIUpdateList(order: 1);
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if (GUI.DisableUpperHUD) { return; }
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@@ -1977,8 +1994,6 @@ namespace Barotrauma
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{
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if (commandFrame != null) { DisableCommandUI(); }
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CharacterHealth.OpenHealthWindow = null;
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// Character context works differently to others as we still use the "basic" command interface,
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// but the order will be automatically assigned to this character
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isContextual = forceContextual;
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