Build 0.21.6.0 (1.0 pre-patch)
This commit is contained in:
+7
-6
@@ -364,8 +364,7 @@ namespace Barotrauma
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CurrentOrders.RemoveAt(i);
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continue;
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}
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var currentOrderInfo = character.GetCurrentOrder(currentOrder);
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if (currentOrderInfo is Order)
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if (character.GetCurrentOrder(currentOrder) is Order currentOrderInfo)
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{
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int currentPriority = currentOrderInfo.ManualPriority;
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if (currentOrder.ManualPriority != currentPriority)
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@@ -539,7 +538,8 @@ namespace Barotrauma
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KeepActiveWhenReady = true,
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CheckInventory = true,
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Equip = false,
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FindAllItems = true
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FindAllItems = true,
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RequireNonEmpty = false
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};
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break;
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case "findweapon":
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@@ -555,7 +555,8 @@ namespace Barotrauma
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KeepActiveWhenReady = false,
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CheckInventory = false,
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EvaluateCombatPriority = true,
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FindAllItems = false
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FindAllItems = false,
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RequireNonEmpty = true
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};
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}
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prepareObjective.KeepActiveWhenReady = false;
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@@ -600,9 +601,9 @@ namespace Barotrauma
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Order dismissOrder = currentOrder.GetDismissal();
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#if CLIENT
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if (GameMain.GameSession?.CrewManager != null && GameMain.GameSession.CrewManager.IsSinglePlayer)
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if (GameMain.GameSession?.CrewManager is CrewManager cm && cm.IsSinglePlayer)
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{
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GameMain.GameSession.CrewManager.SetCharacterOrder(character, dismissOrder);
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character.SetOrder(dismissOrder, isNewOrder: true, speak: false);
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}
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#else
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GameMain.Server?.SendOrderChatMessage(new OrderChatMessage(dismissOrder, character, character));
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