(ac7ab10b0) Pass AIObjectiveManager reference in the constructors instead of methods so that we can always access it.
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+4
-4
@@ -19,12 +19,12 @@ namespace Barotrauma
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private float previousCondition = -1;
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public AIObjectiveRepairItem(Character character, Item item, float priorityModifier = 1) : base(character, "", priorityModifier)
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public AIObjectiveRepairItem(Character character, Item item, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier)
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{
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Item = item;
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}
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public override float GetPriority(AIObjectiveManager objectiveManager)
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public override float GetPriority()
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{
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// TODO: priority list?
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if (Item.Repairables.None()) { return 0; }
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@@ -79,7 +79,7 @@ namespace Barotrauma
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{
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foreach (RelatedItem requiredItem in kvp.Value)
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{
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AddSubObjective(new AIObjectiveGetItem(character, requiredItem.Identifiers, true));
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AddSubObjective(new AIObjectiveGetItem(character, requiredItem.Identifiers, objectiveManager, true));
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}
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}
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return;
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@@ -131,7 +131,7 @@ namespace Barotrauma
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{
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subObjectives.Remove(goToObjective);
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}
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goToObjective = new AIObjectiveGoTo(Item, character);
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goToObjective = new AIObjectiveGoTo(Item, character, objectiveManager);
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if (repairTool != null)
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{
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//goToObjective.CloseEnough = (HumanAIController.AnimController.ArmLength + ConvertUnits.ToSimUnits(repairTool.Range)) * 0.75f;
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