(f0d812055) v0.9.9.0
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+7
-4
@@ -44,6 +44,9 @@ namespace Barotrauma
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public bool AllowGoingOutside { get; set; }
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public override bool AbandonWhenCannotCompleteSubjectives => !repeat;
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public override bool AllowOutsideSubmarine => AllowGoingOutside;
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public string DialogueIdentifier { get; set; }
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public string TargetName { get; set; }
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@@ -65,13 +68,13 @@ namespace Barotrauma
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}
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else
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{
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return base.GetPriority();
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Priority = objectiveManager.CurrentOrder == this ? AIObjectiveManager.OrderPriority : 10;
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}
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return Priority;
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}
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public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
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: base (character, objectiveManager, priorityModifier)
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public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1, float closeEnough = 0)
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: base(character, objectiveManager, priorityModifier)
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{
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this.Target = target;
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this.repeat = repeat;
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@@ -204,7 +207,7 @@ namespace Barotrauma
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}
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if (needsEquipment)
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{
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
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TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager),
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref findDivingGear));
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return;
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