Build 0.20.9.0
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+14
-1
@@ -876,7 +876,20 @@ namespace Barotrauma
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TargetName = Enemy.DisplayName,
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AlwaysUseEuclideanDistance = false
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},
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onAbandon: () => Abandon = true);
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onAbandon: () =>
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{
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if (Enemy != null && HumanAIController.VisibleHulls.Contains(Enemy.CurrentHull))
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{
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// If in the same room with an enemy -> don't try to escape because we'd want to fight it
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SteeringManager.Reset();
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RemoveSubObjective(ref followTargetObjective);
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}
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else
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{
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// else abandon and fall back to find safety mode
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Abandon = true;
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}
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});
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if (followTargetObjective == null) { return; }
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if (Mode == CombatMode.Arrest && Enemy.IsKnockedDown)
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{
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