Unstable v0.10.601.0
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@@ -687,16 +687,8 @@ namespace Barotrauma
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}
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if (targetIdentifiers != null && currentTargets.Count == 0) { return; }
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if (!HasRequiredItems(entity)) { return; }
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// If "This" is defined as the target, let's target the conditions only to this entity, because when you use "NearbyTargets", this entity is also taken into account.
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// If we want to target both, leaving "This" out and using only "NearbyTargets" should work.
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// Currently we don't have means for targeting only the nearby characters, though.
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if (HasTargetType(TargetType.This))
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{
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if (!HasRequiredConditions(((ISerializableEntity)entity).ToEnumerable())) { return; }
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}
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else if (!HasRequiredConditions(currentTargets)) { return; }
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if (!HasRequiredItems(entity) || !HasRequiredConditions(currentTargets)) { return; }
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if (duration > 0.0f && !Stackable)
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{
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@@ -919,6 +911,13 @@ namespace Barotrauma
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Entity.Spawner.AddToSpawnQueue(characterSpawnInfo.SpeciesName, position + Rand.Vector(characterSpawnInfo.Spread, Rand.RandSync.Server) + characterSpawnInfo.Offset,
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onSpawn: newCharacter =>
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{
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if (newCharacter.AIController is EnemyAIController enemyAi &&
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enemyAi.PetBehavior != null &&
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entity is Item item &&
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item.ParentInventory is CharacterInventory inv)
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{
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enemyAi.PetBehavior.Owner = inv.Owner as Character;
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}
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characters.Add(newCharacter);
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if (characters.Count == characterSpawnInfo.Count)
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{
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