v1.4.4.1 (Blood in the Water Update)
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@@ -1,15 +1,17 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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/// <summary>
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/// Makes an NPC stop and wait.
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/// </summary>
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class NPCWaitAction : EventAction
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{
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[Serialize("", IsPropertySaveable.Yes)]
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the NPC(s) that should wait.")]
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public Identifier NPCTag { get; set; }
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[Serialize(true, IsPropertySaveable.Yes)]
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[Serialize(true, IsPropertySaveable.Yes, description: "Should the NPC start or stop waiting?")]
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public bool Wait { get; set; }
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private bool isFinished = false;
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@@ -35,6 +37,7 @@ namespace Barotrauma
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var gotoObjective = new AIObjectiveGoTo(
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AIObjectiveGoTo.GetTargetHull(npc) as ISpatialEntity ?? npc, npc, humanAiController.ObjectiveManager, repeat: true)
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{
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FaceTargetOnCompleted = false,
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OverridePriority = 100.0f,
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SourceEventAction = this,
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IsWaitOrder = true,
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