Build 0.18.0.0
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@@ -661,6 +661,7 @@ namespace Barotrauma.Items.Components
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while (neededPower > 0.0001f && batteries.Count > 0)
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{
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batteries.RemoveAll(b => b.Charge <= 0.0001f || b.MaxOutPut <= 0.0001f);
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if (!batteries.Any()) { break; }
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float takePower = neededPower / batteries.Count;
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takePower = Math.Min(takePower, batteries.Min(b => Math.Min(b.Charge * 3600.0f, b.MaxOutPut)));
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foreach (PowerContainer battery in batteries)
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@@ -1151,8 +1152,12 @@ namespace Barotrauma.Items.Components
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foreach (Character enemy in Character.CharacterList)
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{
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// Ignore dead, friendly, and those that are inside the same sub
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if (enemy.IsDead || !enemy.Enabled || enemy.Submarine == character.Submarine) { continue; }
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if (enemy.Submarine != null && enemy.Submarine.TeamID == character.Submarine.TeamID) { continue; }
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if (enemy.IsDead || !enemy.Enabled) { continue; }
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if (character.Submarine != null)
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{
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if (enemy.Submarine == character.Submarine) { continue; }
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if (enemy.Submarine != null && enemy.Submarine.TeamID == character.Submarine.TeamID) { continue; }
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}
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// Don't aim monsters that are inside any submarine.
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if (!enemy.IsHuman && enemy.CurrentHull != null) { continue; }
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if (HumanAIController.IsFriendly(character, enemy)) { continue; }
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