Unstable v0.15.17.0 (Hex is out of town edition)
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+9
-6
@@ -1,4 +1,5 @@
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using Barotrauma.Items.Components;
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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@@ -47,14 +48,16 @@ namespace Barotrauma
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public void SetOrder(Character orderedCharacter)
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{
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OrderedCharacter = orderedCharacter;
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if (orderedCharacter != CommandingCharacter)
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if (OrderedCharacter.AIController is HumanAIController humanAI && humanAI.ObjectiveManager.CurrentOrders.None(o => o.MatchesOrder(SuggestedOrderPrefab, Option)))
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{
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CommandingCharacter.Speak(SuggestedOrderPrefab.GetChatMessage(OrderedCharacter.Name, "", false));
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if (orderedCharacter != CommandingCharacter)
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{
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CommandingCharacter.Speak(SuggestedOrderPrefab.GetChatMessage(OrderedCharacter.Name, "", false), minDurationBetweenSimilar: 5);
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}
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CurrentOrder = new Order(SuggestedOrderPrefab, TargetItem, TargetItemComponent, CommandingCharacter);
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OrderedCharacter.SetOrder(CurrentOrder, Option, priority: 3, CommandingCharacter, CommandingCharacter != OrderedCharacter);
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OrderedCharacter.Speak(TextManager.Get("DialogAffirmative"), delay: 1.0f, minDurationBetweenSimilar: 5);
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}
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// not sure if new orders are supposed to be created each time. TODO m61: check later
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CurrentOrder = new Order(SuggestedOrderPrefab, TargetItem, TargetItemComponent, CommandingCharacter);
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OrderedCharacter.SetOrder(CurrentOrder, Option, priority: 3, CommandingCharacter, CommandingCharacter != OrderedCharacter);
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TimeSinceLastAttempt = 0f;
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}
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