Release v0.15.12.0
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@@ -408,7 +408,7 @@ namespace Barotrauma
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}
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bool isCompleted =
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AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter) ||
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targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Strength < a.Prefab.TreatmentThreshold);
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targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Strength <= a.Prefab.TreatmentThreshold);
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if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
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{
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