(457e4ebe5) Fixed: Submarine navigation labels being translated when loading a sub in editor
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@@ -41,10 +41,10 @@ namespace Barotrauma
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this.targetItem = targetItem;
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}
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public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = false, bool checkInventory = true, float priorityModifier = 1)
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: this(character, new string[] { itemIdentifier }, objectiveManager, equip, checkInventory, priorityModifier) { }
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public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = false, float priorityModifier = 1)
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: this(character, new string[] { itemIdentifier }, objectiveManager, equip, priorityModifier) { }
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public AIObjectiveGetItem(Character character, string[] itemIdentifiers, AIObjectiveManager objectiveManager, bool equip = false, bool checkInventory = true, float priorityModifier = 1)
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public AIObjectiveGetItem(Character character, string[] itemIdentifiers, AIObjectiveManager objectiveManager, bool equip = false, float priorityModifier = 1)
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: base(character, objectiveManager, priorityModifier)
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{
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currSearchIndex = -1;
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@@ -54,10 +54,7 @@ namespace Barotrauma
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{
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itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant();
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}
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if (checkInventory)
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{
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CheckInventory();
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}
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CheckInventory();
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}
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private void CheckInventory()
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@@ -228,7 +225,8 @@ namespace Barotrauma
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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if (!(otherObjective is AIObjectiveGetItem getItem)) { return false; }
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AIObjectiveGetItem getItem = otherObjective as AIObjectiveGetItem;
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if (getItem == null) { return false; }
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if (getItem.equip != equip) { return false; }
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if (getItem.itemIdentifiers != null && itemIdentifiers != null)
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{
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@@ -248,11 +246,7 @@ namespace Barotrauma
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public override bool IsCompleted()
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{
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if (targetItem != null)
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{
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return HasItem(targetItem);
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}
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else if (itemIdentifiers != null)
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if (itemIdentifiers != null)
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{
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foreach (string itemName in itemIdentifiers)
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{
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@@ -264,6 +258,10 @@ namespace Barotrauma
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}
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return false;
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}
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else if (targetItem != null)
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{
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return character.Inventory.Items.Contains(targetItem) && (!equip || character.HasEquippedItem(targetItem));
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}
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return false;
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}
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