Unstable 0.17.4.0
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+8
-1
@@ -112,6 +112,13 @@ namespace Barotrauma
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}
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foreach (FireSource fs in targetHull.FireSources)
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{
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if (fs == null) { continue; }
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if (fs.Removed) { continue; }
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if (character.CurrentHull == null)
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{
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Abandon = true;
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break;
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}
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float xDist = Math.Abs(character.WorldPosition.X - fs.WorldPosition.X) - fs.DamageRange;
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float yDist = Math.Abs(character.WorldPosition.Y - fs.WorldPosition.Y);
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bool inRange = xDist + yDist < extinguisher.Range;
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@@ -153,7 +160,7 @@ namespace Barotrauma
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onAbandon: () => Abandon = true,
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onCompleted: () => RemoveSubObjective(ref gotoObjective)))
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{
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gotoObjective.requiredCondition = () => targetHull == null || character.CanSeeTarget(targetHull);
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gotoObjective.requiredCondition = () => character.CanSeeTarget(targetHull);
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}
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}
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else
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+1
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@@ -164,7 +164,7 @@ namespace Barotrauma
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TargetName = Leak.FlowTargetHull?.DisplayName,
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requiredCondition = () =>
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Leak.Submarine == character.Submarine &&
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(Leak.FlowTargetHull != null && character.CurrentHull == Leak.FlowTargetHull || character.CanSeeTarget(Leak)),
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Leak.linkedTo.Any(e => e is Hull h && character.CurrentHull == h),
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// The Go To objective can be abandoned if the leak is fixed (in which case we don't want to use the dialogue)
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SpeakCannotReachCondition = () => !CheckObjectiveSpecific()
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},
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