(2f379083c) Change how some of the priorities are clamped.
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@@ -37,7 +37,8 @@ namespace Barotrauma
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float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
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float isSelected = character.SelectedConstruction == Item ? 50 : 0;
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float baseLevel = Math.Max(Priority + isSelected, 1);
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return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, 100);
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float max = MathHelper.Min(AIObjectiveManager.OrderPriority + 20, 100);
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return MathHelper.Clamp(baseLevel * damagePriority * distanceFactor * successFactor, 0, max);
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}
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public override bool CanBeCompleted => !abandon;
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