Build 0.20.9.0
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@@ -1907,8 +1907,8 @@ namespace Barotrauma
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visibleHulls = VisibleHulls;
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}
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bool ignoreFire = objectiveManager.CurrentOrder is AIObjectiveExtinguishFires extinguishOrder && extinguishOrder.Priority > 0 || objectiveManager.HasActiveObjective<AIObjectiveExtinguishFire>();
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bool ignoreWater = HasDivingSuit(character);
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bool ignoreOxygen = ignoreWater || HasDivingMask(character);
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bool ignoreWater = character.IsProtectedFromPressure();
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bool ignoreOxygen = HasDivingGear(character);
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bool ignoreEnemies = ObjectiveManager.IsCurrentOrder<AIObjectiveFightIntruders>() || ObjectiveManager.IsCurrentObjective<AIObjectiveFightIntruders>();
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float safety = CalculateHullSafety(hull, visibleHulls, character, ignoreWater, ignoreOxygen, ignoreFire, ignoreEnemies);
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if (isCurrentHull)
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