Unstable v0.1300.0.1
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@@ -386,7 +386,9 @@ namespace Barotrauma
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Abandon = true;
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return false;
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}
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bool isCompleted = AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter);
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bool isCompleted =
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AIObjectiveRescueAll.GetVitalityFactor(targetCharacter) >= AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager, character, targetCharacter) ||
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targetCharacter.CharacterHealth.GetAllAfflictions().All(a => a.Strength < a.Prefab.TreatmentThreshold);
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if (isCompleted && targetCharacter != character && character.IsOnPlayerTeam)
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{
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character.Speak(TextManager.GetWithVariable("DialogTargetHealed", "[targetname]", targetCharacter.Name),
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