v1.0.13.1 (first post-1.0 patch)
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-2
@@ -122,7 +122,7 @@ namespace Barotrauma
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else if (!isOrder)
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{
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var steering = component?.Item.GetComponent<Steering>();
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if (steering != null && (steering.AutoPilot || HumanAIController.IsTrueForAnyCrewMember(c => c != HumanAIController && c.Character.IsCaptain)))
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if (steering != null && (steering.AutoPilot || HumanAIController.IsTrueForAnyCrewMember(c => c != character && c.IsCaptain, onlyActive: true, onlyConnectedSubs: true)))
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{
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// Ignore if already set to autopilot or if there's a captain onboard
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Priority = 0;
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@@ -204,7 +204,7 @@ namespace Barotrauma
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}
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if (operateTarget != null)
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{
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if (HumanAIController.IsTrueForAnyCrewMember(other => other != HumanAIController && other.Character.IsBot && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
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if (HumanAIController.IsTrueForAnyBotInTheCrew(other => other != HumanAIController && other.ObjectiveManager.GetActiveObjective() is AIObjectiveOperateItem operateObjective && operateObjective.operateTarget == operateTarget))
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{
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// Another crew member is already targeting this entity (leak).
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Abandon = true;
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