(86c9256b3) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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@@ -747,7 +747,7 @@ namespace Barotrauma
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{
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if (orderGiver == null || orderGiver.CurrentHull == null) { return; }
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var hull = orderGiver.CurrentHull;
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AddOrder(new Order(order.Prefab, hull, null), order.Prefab.FadeOutTime);
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AddOrder(new Order(order.Prefab, hull, null, orderGiver), order.Prefab.FadeOutTime);
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if (IsSinglePlayer)
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{
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orderGiver.Speak(
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@@ -1350,7 +1350,7 @@ namespace Barotrauma
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bool hasFires = Character.Controlled.CurrentHull.FireSources.Count > 0;
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ToggleReportButton("reportfire", hasFires);
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bool hasLeaks = Character.Controlled.CurrentHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.Open > 0.0f);
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bool hasLeaks = Character.Controlled.CurrentHull.Submarine != null && Character.Controlled.CurrentHull.ConnectedGaps.Any(g => !g.IsRoomToRoom && g.Open > 0.0f);
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ToggleReportButton("reportbreach", hasLeaks);
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bool hasIntruders = Character.CharacterList.Any(c => c.CurrentHull == Character.Controlled.CurrentHull && AIObjectiveFightIntruders.IsValidTarget(Character.Controlled, c));
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