(db42ef494) Don't allow combat priority go over 100.
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@@ -1082,6 +1082,8 @@ namespace Barotrauma
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
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//goes through all the AItargets, evaluates how preferable it is to attack the target,
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//whether the Character can see/hear the target and chooses the most preferable target within
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//sight/hearing range
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@@ -1,5 +1,6 @@
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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@@ -296,7 +297,7 @@ namespace Barotrauma
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}
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public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted);
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public override float GetPriority(AIObjectiveManager objectiveManager) => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : 100 * PriorityModifier;
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public override float GetPriority(AIObjectiveManager objectiveManager) => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : Math.Min(100 * PriorityModifier, 100);
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public override bool IsDuplicate(AIObjective otherObjective)
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{
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@@ -2662,6 +2662,10 @@ namespace Barotrauma
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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#if CLIENT
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GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
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#endif
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