Build 0.18.0.0
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+1
@@ -165,6 +165,7 @@ namespace Barotrauma
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requiredCondition = () =>
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Leak.Submarine == character.Submarine &&
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Leak.linkedTo.Any(e => e is Hull h && character.CurrentHull == h),
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endNodeFilter = n => n.Waypoint.CurrentHull != null && Leak.linkedTo.Any(e => e is Hull h && h == n.Waypoint.CurrentHull),
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// The Go To objective can be abandoned if the leak is fixed (in which case we don't want to use the dialogue)
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SpeakCannotReachCondition = () => !CheckObjectiveSpecific()
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},
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