v1.0.13.1 (first post-1.0 patch)
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@@ -401,7 +401,7 @@ namespace Barotrauma
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int reward = GetReward(sub);
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IEnumerable<Character> crewCharacters = GameSession.GetSessionCrewCharacters(CharacterType.Both);
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var missionMoneyGainMultiplier = new AbilityMissionMoneyGainMultiplier(this, 1f);
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crewCharacters.ForEach(c => c.CheckTalents(AbilityEffectType.OnGainMissionMoney, missionMoneyGainMultiplier));
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CharacterTalent.CheckTalentsForCrew(crewCharacters, AbilityEffectType.OnGainMissionMoney, missionMoneyGainMultiplier);
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crewCharacters.ForEach(c => missionMoneyGainMultiplier.Value += c.GetStatValue(StatTypes.MissionMoneyGainMultiplier));
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finalReward = (int)(reward * missionMoneyGainMultiplier.Value);
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}
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@@ -380,11 +380,11 @@ namespace Barotrauma
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{
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if (fromType == "any" ||
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fromType == from.Type.Identifier ||
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(fromType == "anyoutpost" && from.HasOutpost()))
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(fromType == "anyoutpost" && from.HasOutpost() && from.Type.Identifier != "abandoned"))
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{
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if (toType == "any" ||
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toType == to.Type.Identifier ||
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(toType == "anyoutpost" && to.HasOutpost()))
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(toType == "anyoutpost" && to.HasOutpost() && to.Type.Identifier != "abandoned"))
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{
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return true;
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}
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@@ -260,9 +260,25 @@ namespace Barotrauma
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int amount = Rand.Range(monster.Item2.X, monster.Item2.Y + 1);
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for (int i = 0; i < amount; i++)
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{
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Character.Create(monster.Item1.Identifier, nestPosition + Rand.Vector(100.0f), ToolBox.RandomSeed(8), createNetworkEvent: true);
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Vector2 offsetPosition;
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int tries = 0;
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do
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{
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offsetPosition = nestPosition + Rand.Vector(100.0f);
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tries++;
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if (tries > 10)
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{
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offsetPosition = nestPosition;
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break;
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}
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} while (Level.Loaded.IsPositionInsideWall(offsetPosition));
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Character.Create(monster.Item1.Identifier, offsetPosition, ToolBox.RandomSeed(8), createNetworkEvent: true);
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}
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}
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if (Level.Loaded.IsPositionInsideWall(nestPosition))
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{
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DebugConsole.AddWarning($"Error in nest mission \"{Prefab.Identifier}\": nest position was inside a wall ({nestPosition}).");
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}
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monsterPrefabs.Clear();
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break;
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}
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@@ -19,6 +19,8 @@ namespace Barotrauma
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private float missionDifficulty;
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private int alternateReward;
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private Identifier factionIdentifier;
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private Submarine enemySub;
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private readonly List<Character> characters = new List<Character>();
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private readonly Dictionary<Character, List<Item>> characterItems = new Dictionary<Character, List<Item>>();
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@@ -140,8 +142,8 @@ namespace Barotrauma
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missionDifficulty = level?.Difficulty ?? 0;
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XElement submarineConfig = GetRandomDifficultyModifiedElement(submarineTypeConfig, missionDifficulty, ShipRandomnessModifier);
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alternateReward = submarineConfig.GetAttributeInt("alternatereward", Reward);
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factionIdentifier = submarineConfig.GetAttributeIdentifier("faction", Identifier.Empty);
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string rewardText = $"‖color:gui.orange‖{string.Format(System.Globalization.CultureInfo.InvariantCulture, "{0:N0}", alternateReward)}‖end‖";
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if (descriptionWithoutReward != null) { description = descriptionWithoutReward.Replace("[reward]", rewardText); }
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@@ -170,11 +172,11 @@ namespace Barotrauma
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submarineInfo = new SubmarineInfo(contentFile.Path.Value);
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}
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private float GetDifficultyModifiedValue(float preferredDifficulty, float levelDifficulty, float randomnessModifier, Random rand)
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private static float GetDifficultyModifiedValue(float preferredDifficulty, float levelDifficulty, float randomnessModifier, Random rand)
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{
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return Math.Abs(levelDifficulty - preferredDifficulty + MathHelper.Lerp(-randomnessModifier, randomnessModifier, (float)rand.NextDouble()));
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}
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private int GetDifficultyModifiedAmount(int minAmount, int maxAmount, float levelDifficulty, Random rand)
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private static int GetDifficultyModifiedAmount(int minAmount, int maxAmount, float levelDifficulty, Random rand)
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{
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return Math.Max((int)Math.Round(minAmount + (maxAmount - minAmount) * (levelDifficulty + MathHelper.Lerp(-RandomnessModifier, RandomnessModifier, (float)rand.NextDouble())) / MaxDifficulty), minAmount);
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}
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@@ -254,6 +256,7 @@ namespace Barotrauma
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}
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}
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enemySub.ImmuneToBallastFlora = true;
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enemySub.EnableFactionSpecificEntities(factionIdentifier);
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}
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private void InitPirates()
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@@ -444,7 +447,7 @@ namespace Barotrauma
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private bool CheckWinState() => !IsClient && characters.All(m => DeadOrCaptured(m));
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private bool DeadOrCaptured(Character character)
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private static bool DeadOrCaptured(Character character)
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{
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return character == null || character.Removed || character.Submarine == null || (character.LockHands && character.Submarine == Submarine.MainSub) || character.IsIncapacitated;
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}
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@@ -16,8 +16,8 @@ namespace Barotrauma
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public Item Item;
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/// <summary>
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/// Note that the integer values matter here: the state of the target can't go back to a smaller value,
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/// and a larger or equal value than the <see href="RequiredRetrievalState">RequiredRetrievalState</see> means the item counts as retrieved
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/// Note that the integer values matter here:
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/// a larger or equal value than the <see href="RequiredRetrievalState">RequiredRetrievalState</see> means the item counts as retrieved
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/// (if the item needs to be picked up to be considered retrieved, it's also considered retrieved if it's in the sub)
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/// </summary>
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public enum RetrievalState
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@@ -167,6 +167,8 @@ namespace Barotrauma
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private readonly List<Target> targets = new List<Target>();
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public bool AnyTargetNeedsToBeRetrievedToSub => targets.Any(t => t.RequiredRetrievalState == Target.RetrievalState.RetrievedToSub && !t.Retrieved);
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public override IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels
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{
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get
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@@ -382,29 +384,55 @@ namespace Barotrauma
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switch (target.State)
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{
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case Target.RetrievalState.None:
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if (target.Interacted)
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{
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TrySetRetrievalState(Target.RetrievalState.Interact);
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}
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var root = target.Item?.GetRootContainer() ?? target.Item;
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if (root.ParentInventory?.Owner is Character character && character.TeamID == CharacterTeamType.Team1)
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{
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TrySetRetrievalState(Target.RetrievalState.PickedUp);
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if (target.Interacted)
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{
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TrySetRetrievalState(Target.RetrievalState.Interact);
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}
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var root = target.Item?.GetRootContainer() ?? target.Item;
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if (root.ParentInventory?.Owner is Character character && character.TeamID == CharacterTeamType.Team1)
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{
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TrySetRetrievalState(Target.RetrievalState.PickedUp);
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}
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}
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break;
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case Target.RetrievalState.PickedUp:
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Submarine parentSub = target.Item.CurrentHull?.Submarine ?? target.Item.GetRootInventoryOwner()?.Submarine;
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if (parentSub != null && parentSub.Info.Type == SubmarineType.Player)
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case Target.RetrievalState.RetrievedToSub:
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{
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TrySetRetrievalState(Target.RetrievalState.RetrievedToSub);
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Entity rootInventoryOwner = target.Item.GetRootInventoryOwner();
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Submarine parentSub = target.Item.CurrentHull?.Submarine ?? rootInventoryOwner?.Submarine;
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bool inPlayerSub = parentSub != null && parentSub.Info.Type == SubmarineType.Player;
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bool inPlayerInventory = false;
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bool playerInFriendlySub = false;
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if (rootInventoryOwner is Character character && character.TeamID == CharacterTeamType.Team1)
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{
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inPlayerInventory = true;
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if (character.Submarine != null)
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{
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playerInFriendlySub =
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character.IsInFriendlySub ||
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(character.Submarine == Level.Loaded?.StartOutpost && Level.IsLoadedFriendlyOutpost && GameMain.GameSession?.Campaign.CurrentLocation is not { IsFactionHostile: true });
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}
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}
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if (inPlayerSub || (inPlayerInventory && playerInFriendlySub))
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{
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TrySetRetrievalState(Target.RetrievalState.RetrievedToSub);
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}
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else
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{
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target.State = Target.RetrievalState.PickedUp;
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}
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}
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break;
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}
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void TrySetRetrievalState(Target.RetrievalState retrievalState)
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{
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if (retrievalState < target.State) { return; }
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bool wasRetrieved = false;
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if (retrievalState < target.State || target.State == retrievalState) { return; }
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bool wasRetrieved = target.Retrieved;
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target.State = retrievalState;
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//increment the mission state if the target became retrieved
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if (!wasRetrieved && target.Retrieved) { State = i + 1; }
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