Reverted the if check in IsFriendlyNPCTurnedHostile check

This commit is contained in:
EvilFactory
2023-10-19 13:38:29 -03:00
parent 7f311a6526
commit b89f3fdd79
@@ -164,7 +164,7 @@ namespace Barotrauma
var order = new Order(orderPrefab, autonomousObjective.Option, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character); var order = new Order(orderPrefab, autonomousObjective.Option, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
if (order == null) { continue; } if (order == null) { continue; }
if ((order.IgnoreAtOutpost || autonomousObjective.IgnoreAtOutpost) && if ((order.IgnoreAtOutpost || autonomousObjective.IgnoreAtOutpost) &&
Level.IsLoadedFriendlyOutpost && character.TeamID != CharacterTeamType.FriendlyNPC) Level.IsLoadedFriendlyOutpost && character.TeamID != CharacterTeamType.FriendlyNPC && !character.IsFriendlyNPCTurnedHostile)
{ {
if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID)) if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID))
{ {