v0.13.0.11
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+3
-3
@@ -35,7 +35,7 @@ namespace Barotrauma
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Abandon = true;
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return Priority;
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}
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bool isOrder = objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>();
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bool isOrder = objectiveManager.HasOrder<AIObjectiveExtinguishFires>();
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if (!isOrder && Character.CharacterList.Any(c => c.CurrentHull == targetHull && !HumanAIController.IsFriendly(c) && HumanAIController.IsActive(c)))
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{
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// Don't go into rooms with any enemies, unless it's an order
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@@ -78,7 +78,7 @@ namespace Barotrauma
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{
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TryAddSubObjective(ref getExtinguisherObjective, () =>
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{
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if (!character.HasEquippedItem("fireextinguisher", allowBroken: false))
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if (character.IsOnPlayerTeam && !character.HasEquippedItem("fireextinguisher", allowBroken: false))
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{
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character.Speak(TextManager.Get("DialogFindExtinguisher"), null, 2.0f, "findextinguisher", 30.0f);
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}
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@@ -88,7 +88,7 @@ namespace Barotrauma
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// If the item is inside an unsafe hull, decrease the priority
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GetItemPriority = i => HumanAIController.UnsafeHulls.Contains(i.CurrentHull) ? 0.1f : 1
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};
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if (objectiveManager.IsCurrentOrder<AIObjectiveExtinguishFires>())
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if (objectiveManager.HasOrder<AIObjectiveExtinguishFires>())
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{
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getItemObjective.Abandoned += () => character.Speak(TextManager.Get("dialogcannotfindfireextinguisher"), null, 0.0f, "dialogcannotfindfireextinguisher", 10.0f);
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};
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