using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; using rjw; using UnityEngine; namespace CRIAOrgy { public class RitualOutcomeEffectWorker_Orgy : RitualOutcomeEffectWorker_FromQuality { public RitualOutcomeEffectWorker_Orgy() { } public RitualOutcomeEffectWorker_Orgy(RitualOutcomeEffectDef def) : base(def) { } public override void Apply(float progress, Dictionary totalPresence, LordJob_Ritual jobRitual) { foreach (KeyValuePair keyValuePair in totalPresence) { Pawn participant = keyValuePair.Key; participant.mindState.Notify_OutfitChanged(); GlobalTextureAtlasManager.TryMarkPawnFrameSetDirty(participant); if (xxx.is_human(participant)) participant.Drawer.renderer.renderTree.SetDirty(); } base.Apply(progress, totalPresence, jobRitual); } } }