v1.6.19.1 (Unto the Breach Hotfix 1)
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@@ -150,7 +150,7 @@ namespace Barotrauma
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int maxCount = subElement.GetAttributeInt("maxcount", 10);
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if (itemsToSpawn.Count(it => it.element == subElement) >= maxCount) { continue; }
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ItemPrefab itemPrefab = FindItemPrefab(subElement);
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while (containers[i].freeSlots > 0 && containers[i].container.Inventory.CanBePut(itemPrefab))
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while (containers[i].freeSlots > 0 && containers[i].container.Inventory.CanProbablyBePut(itemPrefab))
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{
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containers[i] = (containers[i].container, containers[i].freeSlots - 1);
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itemsToSpawn.Add((subElement, containers[i].container));
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@@ -479,10 +479,7 @@ namespace Barotrauma
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}
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#endif
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enemySub.SetPosition(spawnPos);
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if (!IsClient)
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{
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InitPirateShip();
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}
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InitPirateShip();
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// flipping the sub on the frame it is moved into place must be done after it's been moved, or it breaks item connections in the submarine
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// creating the pirates has to be done after the sub has been flipped, or it seems to break the AI pathing
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