v1.0.7.0 (Full Release)
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@@ -52,7 +52,7 @@ namespace Barotrauma
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objectiveManager.HasOrder<AIObjectiveReturn>(o => o.Priority > 0) ||
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objectiveManager.HasActiveObjective<AIObjectiveRescue>() ||
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objectiveManager.Objectives.Any(o => o is AIObjectiveCombat && o.Priority > 0))
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&& character.IsProtectedFromPressure ? 0 : 100;
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&& ((character.IsImmuneToPressure && !character.IsLowInOxygen)|| HumanAIController.HasDivingSuit(character)) ? 0 : 100;
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}
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else
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{
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