Build 0.21.6.0 (1.0 pre-patch)
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+8
-5
@@ -63,15 +63,16 @@ namespace Barotrauma
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}
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else
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{
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if (HumanAIController.NeedsDivingGear(character.CurrentHull, out bool needsSuit) &&
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if ((character.IsLowInOxygen && !character.AnimController.HeadInWater && HumanAIController.HasDivingSuit(character, requireOxygenTank: false)) ||
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(HumanAIController.NeedsDivingGear(character.CurrentHull, out bool needsSuit) &&
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(needsSuit ?
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!HumanAIController.HasDivingSuit(character, conditionPercentage: AIObjectiveFindDivingGear.GetMinOxygen(character)) :
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!HumanAIController.HasDivingGear(character, conditionPercentage: AIObjectiveFindDivingGear.GetMinOxygen(character))))
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!HumanAIController.HasDivingGear(character, conditionPercentage: AIObjectiveFindDivingGear.GetMinOxygen(character)))))
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{
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Priority = 100;
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}
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else if ((objectiveManager.IsCurrentOrder<AIObjectiveGoTo>() || objectiveManager.IsCurrentOrder<AIObjectiveReturn>()) &&
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character.Submarine != null && !HumanAIController.IsOnFriendlyTeam(character.TeamID, character.Submarine.TeamID))
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character.Submarine != null && !character.IsOnFriendlyTeam(character.Submarine.TeamID))
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{
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// Ordered to follow, hold position, or return back to main sub inside a hostile sub
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// -> ignore find safety unless we need to find a diving gear
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@@ -137,12 +138,14 @@ namespace Barotrauma
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private float retryTimer;
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protected override void Act(float deltaTime)
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{
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if (resetPriority) { return; }
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var currentHull = character.CurrentHull;
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bool shouldActOnSuffocation = character.IsLowInOxygen && !character.AnimController.HeadInWater && HumanAIController.HasDivingSuit(character, requireOxygenTank: false);
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bool dangerousPressure = currentHull == null || currentHull.LethalPressure > 0 && character.PressureProtection <= 0;
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if (!character.LockHands && (!dangerousPressure || cannotFindSafeHull))
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if (!character.LockHands && (!dangerousPressure || shouldActOnSuffocation || cannotFindSafeHull))
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{
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bool needsDivingGear = HumanAIController.NeedsDivingGear(currentHull, out bool needsDivingSuit);
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bool needsEquipment = false;
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bool needsEquipment = shouldActOnSuffocation;
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if (needsDivingSuit)
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{
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needsEquipment = !HumanAIController.HasDivingSuit(character, AIObjectiveFindDivingGear.GetMinOxygen(character));
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