v0.11.0.9
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@@ -110,7 +110,7 @@ namespace Barotrauma
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private bool IsOffensiveOrArrest => initialMode == CombatMode.Offensive || initialMode == CombatMode.Arrest;
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private bool TargetEliminated => Enemy == null || Enemy.Removed || Enemy.IsUnconscious;
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private bool IsEnemyDisabled => Enemy == null || Enemy.Removed || Enemy.IsDead;
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private bool EnemyIsClose() => Enemy != null && character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
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private bool EnemyIsClose() => Enemy != null && character.CurrentHull != null && character.CurrentHull == Enemy.CurrentHull || Vector2.DistanceSquared(character.Position, Enemy.Position) < 500;
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public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1, float coolDown = 10.0f)
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: base(character, objectiveManager, priorityModifier)
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