v1.4.4.1 (Blood in the Water Update)
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+22
-6
@@ -87,13 +87,29 @@ namespace Barotrauma
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AIObjectiveGetItems CreateObjectives(IEnumerable<Identifier> itemTags, bool requireAll)
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{
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AIObjectiveGetItems objectiveReference = null;
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if (!TryAddSubObjective(ref objectiveReference, () => new AIObjectiveGetItems(character, objectiveManager, itemTags)
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if (!TryAddSubObjective(ref objectiveReference, () =>
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{
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CheckInventory = CheckInventory,
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Equip = Equip,
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EvaluateCombatPriority = EvaluateCombatPriority,
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RequireNonEmpty = RequireNonEmpty,
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RequireAllItems = requireAll
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var getItems = new AIObjectiveGetItems(character, objectiveManager, itemTags)
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{
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CheckInventory = CheckInventory,
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Equip = Equip,
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EvaluateCombatPriority = EvaluateCombatPriority,
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RequireNonEmpty = RequireNonEmpty,
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RequireAllItems = requireAll
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};
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if (itemTags.Contains(Tags.HeavyDivingGear))
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{
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getItems.ItemFilter = (Item it, Identifier tag) =>
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{
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if (tag == Tags.HeavyDivingGear)
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{
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return AIObjectiveFindDivingGear.IsSuitablePressureProtection(it, tag, character);
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}
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return true;
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};
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}
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return getItems;
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},
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onCompleted: () =>
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{
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