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	Fixed mission related preconditions
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		@@ -139,21 +139,13 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat
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	case PreconditionType::DoesNotHaveItem:
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		return inventoryComponent->IsEquipped(value) < count;
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	case PreconditionType::HasAchievement:
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		mission = missionComponent->GetMission(value);
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		return mission == nullptr || mission->GetMissionState() >= eMissionState::COMPLETE;
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		return missionComponent->GetMissionState(value) >= eMissionState::COMPLETE;
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	case PreconditionType::MissionAvailable:
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		mission = missionComponent->GetMission(value);
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		return mission == nullptr || mission->GetMissionState() >= eMissionState::AVAILABLE;
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		return missionComponent->GetMissionState(value) >= eMissionState::AVAILABLE;
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	case PreconditionType::OnMission:
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		mission = missionComponent->GetMission(value);
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		return mission == nullptr || mission->GetMissionState() >= eMissionState::ACTIVE;
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		return missionComponent->GetMissionState(value) >= eMissionState::ACTIVE;
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	case PreconditionType::MissionComplete:
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		mission = missionComponent->GetMission(value);
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		return mission == nullptr ? false : mission->GetMissionState() >= eMissionState::COMPLETE;
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		return missionComponent->GetMissionState(value) >= eMissionState::COMPLETE;
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	case PreconditionType::PetDeployed:
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		return false; // TODO
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	case PreconditionType::HasFlag:
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