Unstable 1.1.14.0
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@@ -350,20 +350,20 @@ namespace Barotrauma
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ShipIssueWorkers.Clear();
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if (CommandedSubmarine.GetItems(false).Find(i => i.HasTag("reactor") && !i.NonInteractable)?.GetComponent<Reactor>() is Reactor reactor)
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if (CommandedSubmarine.GetItems(false).Find(i => i.HasTag(Tags.Reactor) && !i.NonInteractable)?.GetComponent<Reactor>() is Reactor reactor)
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{
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var order = new Order(OrderPrefab.Prefabs["operatereactor"], "powerup".ToIdentifier(), reactor.Item, reactor);
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ShipIssueWorkers.Add(new ShipIssueWorkerPowerUpReactor(this, order));
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}
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if (CommandedSubmarine.GetItems(false).Find(i => i.HasTag("navterminal") && !i.NonInteractable) is Item nav && nav.GetComponent<Steering>() is Steering steeringComponent)
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if (CommandedSubmarine.GetItems(false).Find(i => i.HasTag(Tags.NavTerminal) && !i.NonInteractable) is Item nav && nav.GetComponent<Steering>() is Steering steeringComponent)
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{
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steering = steeringComponent;
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var order = new Order(OrderPrefab.Prefabs["steer"], "navigatetactical".ToIdentifier(), nav, steeringComponent);
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ShipIssueWorkers.Add(new ShipIssueWorkerSteer(this, order));
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}
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foreach (Item item in CommandedSubmarine.GetItems(true).FindAll(i => i.HasTag("turret") && !i.HasTag("hardpoint")))
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foreach (Item item in CommandedSubmarine.GetItems(true).FindAll(i => i.HasTag(Tags.Turret) && !i.HasTag(Tags.Hardpoint)))
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{
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var order = new Order(OrderPrefab.Prefabs["operateweapons"], item, item.GetComponent<Turret>());
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ShipIssueWorkers.Add(new ShipIssueWorkerOperateWeapons(this, order));
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