v1.4.4.1 (Blood in the Water Update)
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@@ -68,7 +68,7 @@ namespace Barotrauma
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}
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}
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public override int GetReward(Submarine sub)
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public override int GetBaseReward(Submarine sub)
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{
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return alternateReward;
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}
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@@ -262,13 +262,13 @@ namespace Barotrauma
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enemySub.EnableMaintainPosition();
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enemySub.TeamID = CharacterTeamType.None;
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//make the enemy sub withstand atleast the same depth as the player sub
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enemySub.RealWorldCrushDepth = Math.Max(enemySub.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth);
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enemySub.SetCrushDepth(Math.Max(enemySub.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth));
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if (Level.Loaded != null)
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{
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//...and the depth of the patrol positions + 1000 m
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foreach (var patrolPos in patrolPositions)
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{
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enemySub.RealWorldCrushDepth = Math.Max(enemySub.RealWorldCrushDepth, Level.Loaded.GetRealWorldDepth(patrolPos.Y) + 1000);
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enemySub.SetCrushDepth(Math.Max(enemySub.RealWorldCrushDepth, Level.Loaded.GetRealWorldDepth(patrolPos.Y) + 1000));
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}
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}
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enemySub.ImmuneToBallastFlora = true;
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@@ -394,11 +394,11 @@ namespace Barotrauma
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DebugConsole.NewMessage("Patrol pos: " + patrolPos);
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}
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#endif
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enemySub.SetPosition(spawnPos);
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if (!IsClient)
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{
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InitPirateShip();
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}
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enemySub.SetPosition(spawnPos);
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// flipping the sub on the frame it is moved into place must be done after it's been moved, or it breaks item connections in the submarine
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// creating the pirates has to be done after the sub has been flipped, or it seems to break the AI pathing
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