(7163b300e) Added: Way for capitalizing / lowercasing replaced variables depending on the position in the sentence & some implementations
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+5
-5
@@ -44,8 +44,8 @@ namespace Barotrauma
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{
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bool isCompleted = Item.IsFullCondition;
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if (isCompleted)
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{
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character?.Speak(TextManager.Get("DialogItemRepaired").Replace("[itemname]", Item.Name), null, 0.0f, "itemrepaired", 10.0f);
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{
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character?.Speak(TextManager.GetWithVariable("DialogItemRepaired", "[itemname]", Item.Name, true), null, 0.0f, "itemrepaired", 10.0f);
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}
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return isCompleted;
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}
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@@ -140,7 +140,7 @@ namespace Barotrauma
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{
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// If the current condition is less than the previous condition, we can't complete the task, so let's abandon it. The item is probably deteriorating at a greater speed than we can repair it.
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abandon = true;
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character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
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character?.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f);
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}
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}
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repairable.CurrentFixer = abandon && repairable.CurrentFixer == character ? null : character;
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@@ -161,8 +161,8 @@ namespace Barotrauma
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objective.CloseEnough = repairTool.Range * 0.75f;
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}
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return objective;
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},
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onAbandon: () => character.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f));
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},
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onAbandon: () => character.Speak(TextManager.GetWithVariable("DialogCannotRepair", "[itemname]", Item.Name, true), null, 0.0f, "cannotrepair", 10.0f));
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}
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}
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