v1.0.7.0 (Full Release)
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@@ -26,7 +26,7 @@ namespace Barotrauma
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private float findPathTimer;
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private const float buttonPressCooldown = 3;
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private const float ButtonPressCooldown = 1;
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private float checkDoorsTimer;
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private float buttonPressTimer;
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@@ -342,7 +342,7 @@ namespace Barotrauma
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CheckDoorsInPath();
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doorsChecked = true;
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}
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if (buttonPressTimer > 0 && lastDoor.door != null && lastDoor.shouldBeOpen && lastDoor.door.IsOpening)
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if (buttonPressTimer > 0 && lastDoor.door != null && lastDoor.shouldBeOpen && !lastDoor.door.IsFullyOpen)
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{
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// We have pressed the button and are waiting for the door to open -> Hold still until we can press the button again.
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Reset();
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@@ -694,7 +694,7 @@ namespace Barotrauma
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if (door.Item.TryInteract(character, forceSelectKey: true))
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{
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lastDoor = (door, shouldBeOpen);
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buttonPressTimer = shouldBeOpen ? buttonPressCooldown : 0;
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buttonPressTimer = shouldBeOpen ? ButtonPressCooldown : 0;
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}
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else
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{
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@@ -712,7 +712,7 @@ namespace Barotrauma
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if (closestButton.Item.TryInteract(character, forceSelectKey: true))
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{
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lastDoor = (door, shouldBeOpen);
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buttonPressTimer = shouldBeOpen ? buttonPressCooldown : 0;
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buttonPressTimer = shouldBeOpen ? ButtonPressCooldown : 0;
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}
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else
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{
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