Unstable 0.16.0.0
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@@ -162,7 +162,10 @@ namespace Barotrauma
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CloseEnough = reach,
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DialogueIdentifier = Leak.FlowTargetHull != null ? "dialogcannotreachleak" : null,
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TargetName = Leak.FlowTargetHull?.DisplayName,
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CheckVisibility = false
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CheckVisibility = false,
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requiredCondition = () => Leak.Submarine == character.Submarine,
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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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onAbandon: () =>
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{
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