v1.0.13.1 (first post-1.0 patch)
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+2
-2
@@ -102,7 +102,7 @@ namespace Barotrauma
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// Don't stop fixing until completely done
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return 100;
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}
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int otherFixers = HumanAIController.CountCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveRepairItems>() && !c.Character.IsIncapacitated, onlyBots: true);
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int otherFixers = HumanAIController.CountBotsInTheCrew(c => c != HumanAIController && c.ObjectiveManager.IsCurrentObjective<AIObjectiveRepairItems>());
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int items = Targets.Count;
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if (items == 0)
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{
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@@ -116,7 +116,7 @@ namespace Barotrauma
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}
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else
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{
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if (anyFixers && (ratio <= 1 || otherFixers > 5 || otherFixers / (float)HumanAIController.CountCrew(onlyBots: true) > 0.75f))
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if (anyFixers && (ratio <= 1 || otherFixers > 5 || otherFixers / (float)HumanAIController.CountBotsInTheCrew() > 0.75f))
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{
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// Enough fixers
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return 0;
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