v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -87,13 +87,29 @@ namespace Barotrauma
AIObjectiveGetItems CreateObjectives(IEnumerable<Identifier> itemTags, bool requireAll)
{
AIObjectiveGetItems objectiveReference = null;
if (!TryAddSubObjective(ref objectiveReference, () => new AIObjectiveGetItems(character, objectiveManager, itemTags)
if (!TryAddSubObjective(ref objectiveReference, () =>
{
CheckInventory = CheckInventory,
Equip = Equip,
EvaluateCombatPriority = EvaluateCombatPriority,
RequireNonEmpty = RequireNonEmpty,
RequireAllItems = requireAll
var getItems = new AIObjectiveGetItems(character, objectiveManager, itemTags)
{
CheckInventory = CheckInventory,
Equip = Equip,
EvaluateCombatPriority = EvaluateCombatPriority,
RequireNonEmpty = RequireNonEmpty,
RequireAllItems = requireAll
};
if (itemTags.Contains(Tags.HeavyDivingGear))
{
getItems.ItemFilter = (Item it, Identifier tag) =>
{
if (tag == Tags.HeavyDivingGear)
{
return AIObjectiveFindDivingGear.IsSuitablePressureProtection(it, tag, character);
}
return true;
};
}
return getItems;
},
onCompleted: () =>
{