v0.19.0.0 (unstable)
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@@ -2412,7 +2412,7 @@ namespace Barotrauma
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float reactorOutput = -reactor.CurrPowerConsumption;
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// If player is not an engineer AND the reactor is not powered up AND nobody is using the reactor
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// --> Create shortcut node for "Operate Reactor" order's "Power Up" option
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if (ShouldDelegateOrder("operatereactor") && reactorOutput < float.Epsilon && characters.None(c => c.SelectedConstruction == reactor.Item))
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if (ShouldDelegateOrder("operatereactor") && reactorOutput < float.Epsilon && characters.None(c => c.SelectedItem == reactor.Item))
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{
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var orderPrefab = OrderPrefab.Prefabs["operatereactor"];
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var order = new Order(orderPrefab, orderPrefab.Options[0], reactor.Item, reactor);
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@@ -2426,7 +2426,7 @@ namespace Barotrauma
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// If player is not a captain AND nobody is using the nav terminal AND the nav terminal is powered up
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// --> Create shortcut node for Steer order
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if (CanFitMoreNodes() && ShouldDelegateOrder("steer") && IsNonDuplicateOrderPrefab(OrderPrefab.Prefabs["steer"]) &&
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subItems.Find(i => i.HasTag("navterminal") && i.IsPlayerTeamInteractable) is Item nav && characters.None(c => c.SelectedConstruction == nav) &&
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subItems.Find(i => i.HasTag("navterminal") && i.IsPlayerTeamInteractable) is Item nav && characters.None(c => c.SelectedItem == nav) &&
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nav.GetComponent<Steering>() is Steering steering && steering.Voltage > steering.MinVoltage)
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{
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var order = new Order(OrderPrefab.Prefabs["steer"], steering.Item, steering);
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