Unstable v0.10.601.0
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@@ -261,12 +261,7 @@ namespace Barotrauma
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var sub = Character.Controlled.Submarine;
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if (sub == null || sub.TeamID != Character.Controlled.TeamID || sub.Info.IsWreck) { return false; }
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SetCharacterOrder(null, order, null, Character.Controlled);
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var visibleHulls = new List<Hull>(Character.Controlled.GetVisibleHulls());
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foreach (var hull in visibleHulls)
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{
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HumanAIController.PropagateHullSafety(Character.Controlled, hull);
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HumanAIController.RefreshTargets(Character.Controlled, order, hull);
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}
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if (IsSinglePlayer) { HumanAIController.ReportProblem(Character.Controlled, order); }
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return true;
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},
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UserData = order,
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@@ -2221,8 +2216,8 @@ namespace Barotrauma
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var operateWeaponsPrefab = Order.GetPrefab(orderIdentifier);
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if (contextualOrders.None(o => o.Identifier.Equals(orderIdentifier)) && itemContext.Components.Any(c => c is Controller))
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{
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var turret = itemContext.GetConnectedComponents<Turret>().FirstOrDefault(c => operateWeaponsPrefab.TargetItems.Contains(c.Item.Prefab.Identifier)) ??
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itemContext.GetConnectedComponents<Turret>(recursive: true).FirstOrDefault(c => operateWeaponsPrefab.TargetItems.Contains(c.Item.Prefab.Identifier));
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var turret = itemContext.GetConnectedComponents<Turret>().FirstOrDefault(c => c.Item.HasTag(operateWeaponsPrefab.TargetItems)) ??
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itemContext.GetConnectedComponents<Turret>(recursive: true).FirstOrDefault(c => c.Item.HasTag(operateWeaponsPrefab.TargetItems));
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if (turret != null) { contextualOrders.Add(new Order(operateWeaponsPrefab, turret.Item, turret, Character.Controlled)); }
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}
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@@ -2316,8 +2311,8 @@ namespace Barotrauma
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if (item.Repairables.Any(r => item.ConditionPercentage < r.RepairThreshold)) { return true; }
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var operateWeaponsPrefab = Order.GetPrefab("operateweapons");
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return item.Components.Any(c => c is Controller) &&
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(item.GetConnectedComponents<Turret>().Any(c => operateWeaponsPrefab.TargetItems.Contains(c.Item.Prefab.Identifier)) ||
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item.GetConnectedComponents<Turret>(recursive: true).Any(c => operateWeaponsPrefab.TargetItems.Contains(c.Item.Prefab.Identifier)));
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(item.GetConnectedComponents<Turret>().Any(c => c.Item.HasTag(operateWeaponsPrefab.TargetItems)) ||
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item.GetConnectedComponents<Turret>(recursive: true).Any(c => c.Item.HasTag(operateWeaponsPrefab.TargetItems)));
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}
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private GUIButton CreateOrderNode(Point size, RectTransform parent, Point offset, Order order, int hotkey, bool disableNode = false, bool checkIfOrderCanBeHeard = true)
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