Unstable 0.1500.0.0
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+21
-15
@@ -57,7 +57,20 @@ namespace Barotrauma
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};
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},
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref getDivingGear));
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onCompleted: () =>
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{
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RemoveSubObjective(ref getDivingGear);
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if (gearTag == HEAVY_DIVING_GEAR && HumanAIController.HasItem(character, LIGHT_DIVING_GEAR, out IEnumerable<Item> masks, requireEquipped: true))
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{
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foreach (Item mask in masks)
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{
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if (mask != targetItem)
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{
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character.Inventory.TryPutItem(mask, character, CharacterInventory.anySlot);
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}
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}
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}
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});
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}
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else
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{
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@@ -71,9 +84,13 @@ namespace Barotrauma
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{
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if (character.IsOnPlayerTeam)
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{
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if (HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: min))
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if (HumanAIController.HasItem(character, OXYGEN_SOURCE, out _, conditionPercentage: min))
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{
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character.Speak(TextManager.Get("dialogswappingoxygentank"), null, 0, "swappingoxygentank", 30.0f);
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if (character.Inventory.FindAllItems(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > min).Count == 1)
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{
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character.Speak(TextManager.Get("dialoglastoxygentank"), null, 0.0f, "dialoglastoxygentank", 30.0f);
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}
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}
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else
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{
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@@ -105,7 +122,7 @@ namespace Barotrauma
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onAbandon: () =>
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{
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Abandon = true;
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if (remainingTanks > 0 && !HumanAIController.HasItem(character, "oxygensource", out _, conditionPercentage: 0.01f))
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if (remainingTanks > 0 && !HumanAIController.HasItem(character, OXYGEN_SOURCE, out _, conditionPercentage: 0.01f))
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{
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character.Speak(TextManager.Get("dialogcantfindtoxygen"), null, 0, "cantfindoxygen", 30.0f);
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}
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@@ -121,7 +138,7 @@ namespace Barotrauma
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int ReportOxygenTankCount()
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{
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if (character.Submarine != Submarine.MainSub) { return 1; }
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int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag("oxygensource") && i.Condition > 1);
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int remainingOxygenTanks = Submarine.MainSub.GetItems(false).Count(i => i.HasTag(OXYGEN_SOURCE) && i.Condition > 1);
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if (remainingOxygenTanks == 0)
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{
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character.Speak(TextManager.Get("DialogOutOfOxygenTanks"), null, 0.0f, "outofoxygentanks", 30.0f);
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@@ -136,17 +153,6 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Returns false only when no inventory can be found from the item.
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/// </summary>
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public static bool EjectEmptyTanks(Character actor, Item target, out IEnumerable<Item> containedItems)
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{
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containedItems = target.OwnInventory?.AllItems;
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if (containedItems == null) { return false; }
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AIController.UnequipEmptyItems(actor, target);
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return true;
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}
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public override void Reset()
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{
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base.Reset();
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