v1.5.7.0 (Summer Update)
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+3
-3
@@ -11,7 +11,7 @@ namespace Barotrauma
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//Clear periodically, because we may ending up ignoring items when all deconstructors are full
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protected override float IgnoreListClearInterval => 30;
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public override bool AllowInFriendlySubs => true;
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protected override bool AllowInFriendlySubs => true;
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protected override int MaxTargets => 10;
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@@ -47,7 +47,7 @@ namespace Barotrauma
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checkedDeconstructorExists = false;
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}
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protected override float TargetEvaluation()
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protected override float GetTargetPriority()
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{
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if (Targets.None()) { return 0; }
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if (objectiveManager.IsOrder(this))
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@@ -57,7 +57,7 @@ namespace Barotrauma
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return AIObjectiveManager.RunPriority - 0.5f;
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}
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protected override bool Filter(Item target)
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protected override bool IsValidTarget(Item target)
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{
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// If the target was selected as a valid target, we'll have to accept it so that the objective can be completed.
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// The validity changes when a character picks the item up.
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