(b0f5305f2) Unstable v0.9.10.0
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+7
-13
@@ -194,24 +194,18 @@ namespace Barotrauma
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{
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if (CurrentOrder != null)
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{
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#if DEBUG
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// Note: don't automatically remove orders here. Removing orders needs to be done via dismissing.
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if (CurrentOrder.IsCompleted)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Removing order {CurrentOrder.DebugTag}, because it is completed.", Color.LightGreen);
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#endif
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CurrentOrder = null;
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DebugConsole.NewMessage($"{character.Name}: ORDER {CurrentOrder.DebugTag} IS COMPLETED. CURRENTLY ALL ORDERS SHOULD BE LOOPING.", Color.Red);
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}
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else if (!CurrentOrder.CanBeCompleted)
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{
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#if DEBUG
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DebugConsole.NewMessage($"{character.Name}: Removing order {CurrentOrder.DebugTag}, because it cannot be completed.", Color.Red);
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DebugConsole.NewMessage($"{character.Name}: ORDER {CurrentOrder.DebugTag}, CANNOT BE COMPLETED.", Color.Red);
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}
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#endif
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CurrentOrder = null;
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}
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else
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{
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CurrentOrder.Update(deltaTime);
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}
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CurrentOrder.Update(deltaTime);
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}
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if (WaitTimer > 0)
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{
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@@ -379,7 +373,7 @@ namespace Barotrauma
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newObjective = new AIObjectiveOperateItem(order.TargetItemComponent, character, this, option,
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requireEquip: false, useController: order.UseController, controller: order.ConnectedController, priorityModifier: priorityModifier)
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{
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IsLoop = option != "shutdown",
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IsLoop = true,
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// Don't override unless it's an order by a player
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Override = orderGiver != null && orderGiver.IsPlayer
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};
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