(db4f4a55b) HasRequiredItems method is used for different purposes. Thus we shouldn't return true if the door is damaged but not broken, because it would cause issues for example in steering. Similarly I don't think we should use the canBePicked here, because it could be possible that the door should be interactable but not pickable.
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@@ -815,7 +815,7 @@ namespace Barotrauma
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{
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if (dummyCharacter != null) RemoveDummyCharacter();
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dummyCharacter = Character.Create(Character.HumanConfigFile, Vector2.Zero, "");
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dummyCharacter = Character.Create(Character.HumanConfigFile, Vector2.Zero, "", hasAi: false);
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//make space for the entity menu
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for (int i = 0; i < dummyCharacter.Inventory.SlotPositions.Length; i++)
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