1.0 initial commit

This commit is contained in:
leboeuf 2023-01-04 17:00:19 -05:00
commit 1761f03048
34 changed files with 1448 additions and 0 deletions

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Source/DefOf/GeneDefOf.cs Normal file
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using RimWorld;
using Verse;
namespace LewdBiotech
{
[RimWorld.DefOf]
public static class GeneDefOf
{
public static GeneDef LitteredBirths;
}
}

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using RimWorld;
using Verse;
namespace LewdBiotech
{
[RimWorld.DefOf]
public static class HediffDefOf
{
// public static HediffDef Infatuo;
// public static HediffDef InfatuoCalibrating;
public static HediffDef OvaryAgitator;
public static HediffDef Bioscaffold;
}
}

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using RimWorld;
using Verse;
namespace LewdBiotech
{
[RimWorld.DefOf]
public static class LetterDefOf
{
public static LetterDef AnotherBaby;
}
}

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Source/Hediffs/Infatuo.cs Normal file
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// FOR ANYONE (THAT ISN"T ME (BOEUF)) THAT CARES
// =====================
// This is an idea for an implant that I had that basically forces a pawn to romantically obsess about another pawn, but I'm taking a break from working on it
// because I'm too smoothbrain to work out relation defs and making custom relations, and the multibirth stuff was taking up my time as is
// If you want to mess with it, this code is here for shits and gigs - modify it, throw it out, make something new, idgaf
/*using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace LewdBiotech.Hediffs
{
class Infatuo
{
public class PawnRelationWorker_InfatuoInfatuated : PawnRelationWorker
{
// BaseGenerationChanceFactor - should NEVER autogenerate on pawns (for now, anyway)
new public float BaseGenerationChanceFactor(Pawn generated, Pawn other, PawnGenerationRequest request)
{
return 0.0f;
}
// CreateRelation - shouldn't be needed for now since we're not autogenerating infatuo relations, but may be used in future
public override void CreateRelation(Pawn generated, Pawn other, ref PawnGenerationRequest request)
{
return;
}
// GenerationChance - should NEVER autogenerate on pawns (for now, anyway)
public override float GenerationChance(Pawn generated, Pawn other, PawnGenerationRequest request)
{
return 0.0f;
}
public override bool InRelation(Pawn me, Pawn other)
{
return (me.health.hediffSet.GetFirstHediff<Hediff_Infatuo>().target == other);
}
}
public class Hediff_Infatuo : Hediff
{
public Hediff_Infatuo(Pawn intTarget)
{
target = intTarget;
}
public Pawn target;
}
public class Hediff_InfatuoCalibrating : Hediff
{
}
}
}*/

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using Verse;
namespace LewdBiotech.Helpers
{
public static class LBTLogger
{
public static void Message(string message)
{
Log.Message("[INFO][LewdBT] - " + message);
}
public static void Warning(string message)
{
Log.Message("[WARN][LewdBT] - " + message);
}
public static void Error(string message)
{
Log.Message("[ ERR][LewdBT] - " + message);
}
public static void MessageGroupHead(string message)
{
Log.Message("[INFO][LewdBT]╦═ " + message);
}
public static void MessageGroupBody(string message)
{
Log.Message("[INFO][LewdBT]╠═══ " + message);
}
public static void MessageGroupFoot(string message)
{
Log.Message("[INFO][LewdBT]╚═══ " + message);
}
}
}

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using System;
using RimWorld;
using Verse;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace LewdBiotech
{
class LaborState
{
public Pawn pawn;
public int birthTotal = 0;
public int birthCount = 1;
public bool hasOvaryAgitator = false;
public bool hasBioscaffold = false;
public LaborState(Pawn pawn, int birthTotal)
{
this.pawn = pawn;
this.birthTotal = birthTotal;
this.birthCount = 0;
this.hasOvaryAgitator = pawn.health.hediffSet.HasHediff(HediffDef.Named("OvaryAgitator"));
this.hasBioscaffold = pawn.health.hediffSet.HasHediff(HediffDef.Named("OvaryAgitator"));
}
}
}

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Source/LewdBiotech.cs Normal file
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using HarmonyLib;
using RimWorld;
using rjw;
using LewdBiotech.Helpers;
using System.Collections.Generic;
using Verse;
namespace LewdBiotech
{
[StaticConstructorOnStartup]
public class LewdBiotechMod
{
public static readonly ThoughtDef regretsStealingLovin = DefDatabase<ThoughtDef>.GetNamed("RegretsStealingLovin");
public static readonly ThoughtDef stoleSomeLovin = DefDatabase<ThoughtDef>.GetNamed("StoleSomeLovin");
public static readonly ThoughtDef bloodlustStoleSomeLovin = DefDatabase<ThoughtDef>.GetNamed("BloodlustStoleSomeLovin");
public static readonly TraitDef rapist = DefDatabase<TraitDef>.GetNamed("Rapist");
static Dictionary<string, LaborState> laborStateMap = new Dictionary<string, LaborState>();
static LewdBiotechMod()
{
Harmony harmony = new Harmony(id: "rimworld.leboeuf.lewdbiotech");
// Non-rapist would_rape bypass for limbic stimulator - may be unused
harmony.Patch(AccessTools.Method(typeof(SexAppraiser), nameof(SexAppraiser.would_rape)),
postfix: new HarmonyMethod(typeof(LewdBiotechMod), nameof(would_rape_PostFix)));
// Non-rapist is_rapist bypass for limbic stimulator
harmony.Patch(AccessTools.Method(typeof(xxx), nameof(xxx.is_rapist)),
postfix: new HarmonyMethod(typeof(LewdBiotechMod), nameof(is_rapist_PostFix)));
// Non-Rapist trait rape thoughts
harmony.Patch(AccessTools.Method(typeof(AfterSexUtility), nameof(AfterSexUtility.think_about_sex_Rapist)),
postfix: new HarmonyMethod(typeof(LewdBiotechMod), nameof(think_about_sex_Rapist_PostFix)));
// Bioscaffold double gestation speed tick
harmony.Patch(AccessTools.Method(typeof(Hediff_Pregnant), nameof(Hediff_Pregnant.Tick)),
postfix: new HarmonyMethod(typeof(LewdBiotechMod), nameof(Hediff_Pregnant_TickPostFix)));
// Hediff_Labor state capture
harmony.Patch(AccessTools.Method(typeof(Hediff_Labor), nameof(Hediff_Labor.PostRemoved)),
postfix: new HarmonyMethod(typeof(LewdBiotechMod), nameof(Hediff_Labor_PostRemovedPostFix)));
// OvaryAgitator/Gene_LitteredBirths multibirth logic
harmony.Patch(AccessTools.Method(typeof(Hediff_LaborPushing), nameof(Hediff_LaborPushing.PostRemoved)),
postfix: new HarmonyMethod(typeof(LewdBiotechMod), nameof(Hediff_LaborPushing_PostRemovedPostFix)));
// =================================================================================================
// Future content - Infatuo implant (possibly - don't know if I'm going to finish it; mixed feelings
/* harmony.Patch(AccessTools.Method(typeof(InteractionUtility), nameof(InteractionWorker.Interacted)),
postfix: new HarmonyMethod(typeof(LewdBiotech), nameof(InteractionWorker_InteractedPostfix)));*/
// =================================================================================================
LBTLogger.Message("Lewd Biotech started successfully.");
if (LBTSettings.devMode)
{
LBTLogger.Message("Notice: Developer logging for Lewd Biotech is currently active - it can be disabled in the mod settings.");
}
}
// Is this even used??? I haven't seen it be hit in debug logs yet ...
// Keeping it here for now, I suppose.
static void would_rape_PostFix(ref bool __result, Pawn rapist)
{
if (rapist.health.hediffSet.HasHediff(HediffDef.Named("LimbicStimulator")))
{
if (LBTSettings.devMode)
{
LBTLogger.MessageGroupHead("Found LimbicStimulator hediff during xxx.would_rape check");
LBTLogger.MessageGroupBody("Pawn: " + rapist.NameShortColored + " (" + rapist.ThingID + ")");
LBTLogger.MessageGroupBody("__result (Before roll): " + __result);
}
__result = Rand.Chance(0.95f);
if (LBTSettings.devMode)
{
LBTLogger.MessageGroupFoot("__result (After roll): " + __result);
}
}
}
static void is_rapist_PostFix(ref bool __result, Pawn pawn)
{
if (pawn.health.hediffSet.HasHediff(HediffDef.Named("LimbicStimulator")))
{
if (LBTSettings.devMode)
{
LBTLogger.Message("Found LimbicStimulator hediff during xxx.is_rapist check for " + pawn.NameShortColored + " (" + pawn.ThingID + ")" + " with __result = " + __result + " - forcing to true");
__result = true;
}
}
}
static void think_about_sex_Rapist_PostFix(ref ThoughtDef __result, Pawn pawn)
{
if (LBTSettings.regretStealingLovinThoughtDisabled) return;
if (pawn.health.hediffSet.HasHediff(HediffDef.Named("LimbicStimulator")) && (__result == stoleSomeLovin || __result == bloodlustStoleSomeLovin) && !pawn.story.traits.HasTrait(rapist))
{
__result = regretsStealingLovin;
}
}
static void Hediff_Pregnant_TickPostFix(ref Hediff_Pregnant __instance)
{
// 60000 = 1 day ticks
// 0.055 = severity/gestation per day
// 0.000000916 (repeating) = target for "2x pregnancy speed"-ish
// Note for posterity: my original calucation ousted me as COMICALLY bad at math
// I also need to do a performance analysis on this - having this run every pregnant tick with multiple pawns on a map may be super expensive
if (__instance.pawn.health.hediffSet.HasHediff(HediffDef.Named("Bioscaffold")) && __instance.pawn.health.hediffSet.HasHediff(HediffDef.Named("PregnantHuman")))
{
__instance.Severity = __instance.Severity + 0.000000916f;
}
}
// Notes about Hediff_Labor_PostRemovedPostFix
// ===========================================
// Alright, didn't really want to make a patch for Labor as well as LaborPushing, but I have to because otherwise there's
// no way to assign a doctor on second/third/etc births if I only use LaborPushing, which can disproportionately cause
// more stillbirths than you might normally have
//
// I TRIED to modify the ChildBirth lord job and ritual code to allow the first doctor that was assigned and any childbirth
// attendees to just autoreassign themselves to the next births, but it wasn't working - for now, I'm not happy with how I'm
// doing this because multiple births now require:
// 1. (potentially several) forced pauses with letters telling the player to reassign a doctor to the mother who's giving birth to another child
// 2. A LOT of state carrying (that I likely overengineered :v) ) between hediff removes and adds
//
// I've got a dictionary now for storing state across hediffs and on multiple pawns, instead of what I was originally doing, which was using
// severity as a way of tracking state. LaborState class should help keep things a little more organized.
//
// I'll revisit this in the future (probably). Thanks for coming to my TED talk
static void Hediff_Labor_PostRemovedPostFix(ref Hediff_Labor __instance)
{
bool randomTwinsRoll;
int totalBirths;
bool laborStateIsNull = !laborStateMap.ContainsKey(__instance.pawn.ThingID);
bool hasLitteredBirthsGene = __instance.pawn.genes.HasGene(LewdBiotech.GeneDefOf.LitteredBirths);
// we'll never do additional processing if this is the guaranteed last birth (eg birth #4)
if (!laborStateIsNull && laborStateMap.TryGetValue(__instance.pawn.ThingID).birthCount == 4)
{
return;
}
// For now, littered birth overrides ovary agitator and twin calculations, so if a LaborState already exists
// with littered births gene, move on
if (!laborStateIsNull && hasLitteredBirthsGene)
{
if (LBTSettings.devMode)
{
LBTLogger.MessageGroupHead("Found active LaborState and LitteredBirths gene - skipping additional Hediff_Labor_PostRemovedPostFix work");
LBTLogger.MessageGroupBody("Pawn: " + __instance.pawn.NameShortColored + " (" + __instance.pawn.ThingID + ")");
LBTLogger.MessageGroupFoot("birthCount: " + laborStateMap.TryGetValue(__instance.pawn.ThingID).birthCount);
}
return;
}
// Make a new LaborState for the null case with littered births
if (laborStateIsNull && hasLitteredBirthsGene)
{
LBTLogger.Message("Found littered births gene");
int litteredBirthsTotalRoll = Rand.RangeInclusive(2, 4);
laborStateMap.SetOrAdd(__instance.pawn.ThingID, new LaborState(__instance.pawn, litteredBirthsTotalRoll));
return;
}
// Finally, regardless of littered births gene, we only want new state creation on
// pawns that don't already have state, so return if state is !null (STATE SHOULD ALWAYS BE CLEANED IN LABORPUSHING POSTFIX)
if (!laborStateIsNull)
{
if (LBTSettings.devMode)
{
LBTLogger.Warning("Labor state for pawn " + __instance.pawn.NameShortColored + " (" + __instance.pawn.ThingID + ") is not null despite all checks passing for determining first instance of Hediff_Labor - this warning should never occur, and may indicate a bug in Hediff_LaborPushing of lingering labor state from a previous pregnancy");
}
return;
}
// For everything else, we do random twin and OvaryAgitator handling
// -------
// If we fail a base chance twins roll, return without any additional processing and proceed with vanilla childbirth
// Notes on rolls:
// -> Chance without OvaryAgitator to have twins: 1%
// -> Chance with OvaryAgitator to have twins: Guaranteed
// ---> Chance with OvaryAgitator to have triplets (MUST HAVE SUCCEEDED TWINS ROLL): 50%
// ---> Chance with OvaryAgitator to have quadruplets (MUST HAVE SUCCEEDED TRIPLETS ROLL): 10%
// -> Chance with Littered Births gene: random between 2 and 4 (inclusive)
randomTwinsRoll = Rand.Chance(0.01f);
bool hasAgitator = __instance.pawn.health.hediffSet.HasHediff(HediffDef.Named("OvaryAgitator"));
if (!randomTwinsRoll && !hasAgitator)
{
// We failed rolls, and we don't have an agitator - no additional processing, do vanilla single baby birth
if (LBTSettings.devMode)
{
LBTLogger.MessageGroupHead("Inside Hediff_Labor_PostRemovedPostFix random twins check fail");
LBTLogger.MessageGroupBody("Pawn: " + __instance.pawn.NameShortColored);
LBTLogger.MessageGroupBody("Random twins roll outcome: " + randomTwinsRoll);
LBTLogger.MessageGroupFoot("Has OvaryAgitator: " + hasAgitator);
}
return;
}
// Beyond this point, we can assume the pawn has an agitator
totalBirths = 2;
bool agitatorTriplets = Rand.Chance(0.5f);
bool agitatorQuadruplets = Rand.Chance(0.1f);
if (hasAgitator)
{
if (agitatorTriplets) totalBirths = 3;
if (agitatorTriplets && agitatorQuadruplets) totalBirths = 4;
}
// Set new LaborState
laborStateMap.Add(__instance.pawn.ThingID, new LaborState(__instance.pawn, totalBirths));
}
static void Hediff_LaborPushing_PostRemovedPostFix(ref Hediff_LaborPushing __instance)
{
bool hasAgitator = __instance.pawn.health.hediffSet.HasHediff(HediffDef.Named("OvaryAgitator"));
bool hasLitteredBirthsGene = __instance.pawn.genes.HasGene(LewdBiotech.GeneDefOf.LitteredBirths);
bool laborStateIsNull = !laborStateMap.ContainsKey(__instance.pawn.ThingID);
LaborState currentLaborState;
laborStateMap.TryGetValue(__instance.pawn.ThingID, out currentLaborState);
if (laborStateIsNull)
{
return;
}
if (currentLaborState.birthTotal == currentLaborState.birthCount)
{
laborStateMap.Remove(__instance.pawn.ThingID);
if (__instance.pawn.health.hediffSet.HasHediff(HediffDef.Named("Bioscaffold"))) {
__instance.pawn.health.RemoveHediff(__instance.pawn.health.hediffSet.GetFirstHediffOfDef(LewdBiotech.HediffDefOf.Bioscaffold));
}
return;
}
((Hediff_Labor)__instance.pawn.health.AddHediff(RimWorld.HediffDefOf.PregnancyLabor)).SetParents(__instance.pawn, __instance.Father, PregnancyUtility.GetInheritedGeneSet(__instance.Father, __instance.pawn));
currentLaborState.birthCount++;
if (!hasAgitator && !hasLitteredBirthsGene)
{
if (LBTSettings.devMode)
{
LBTLogger.Message("Pawn " + __instance.pawn.NameShortColored + " (" + __instance.pawn.ThingID + ") is having random twins");
}
Find.LetterStack.ReceiveLetter("Twins!", __instance.pawn.NameShortColored + " is still in labor and is having twins!\n\nBe sure to gather your doctor and additional friends and family to ensure the other baby is also born healthy!", LewdBiotech.LetterDefOf.AnotherBaby, __instance.pawn);
return;
}
Find.LetterStack.ReceiveLetter("Another baby!", __instance.pawn.NameShortColored + " is still in labor and is having another baby!\n\nBe sure to gather your doctor and additional friends and family to ensure the next baby is also born healthy!", LewdBiotech.LetterDefOf.AnotherBaby, __instance.pawn);
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{D7D21B4A-1DA7-41D8-B202-C58CA8FA62AA}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>LewdBiotech</RootNamespace>
<AssemblyName>LewdBiotech</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>none</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\1.4\Assemblies\</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<PropertyGroup>
<RunPostBuildEvent>Always</RunPostBuildEvent>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>..\..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\0Harmony.dll</HintPath>
</Reference>
<Reference Include="0MultiplayerAPI">
<HintPath>..\..\rjw\1.4\Assemblies\0MultiplayerAPI.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="HarmonyMod">
<HintPath>..\..\..\..\..\workshop\content\294100\2009463077\Current\Assemblies\HarmonyMod.dll</HintPath>
</Reference>
<Reference Include="RJW">
<HintPath>..\..\rjw\1.4\Assemblies\RJW.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<None Include="..\About\**" />
<None Include="..\Common\Defs\**" />
<None Include="..\Common\Languages\**" />
<None Include="..\Common\Patches\**" />
</ItemGroup>
<ItemGroup>
<Compile Include="DefOf\GeneDefOf.cs" />
<Compile Include="DefOf\HediffDefOf.cs" />
<Compile Include="Hediffs\Infatuo.cs" />
<Compile Include="Helpers\LBTLogger.cs" />
<Compile Include="Helpers\LaborState.cs" />
<Compile Include="DefOf\LetterDefOf.cs" />
<Compile Include="LewdBiotech.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Settings\LBTSettings.cs" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>copy "$(SolutionDir)Source\obj\Release\$(SolutionName).dll" "$(SolutionDir)1.4\Assemblies"
$(SolutionDir)..\..\RimWorldWin64.exe
</PostBuildEvent>
</PropertyGroup>
</Project>

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("LewdBiotech")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("LewdBiotech")]
[assembly: AssemblyCopyright("Copyright © 2020")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("d7d21b4a-1da7-41d8-b202-c58ca8fa62aa")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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using UnityEngine;
using Verse;
// If it isn't blatantly obvious, I unabashedly ripped this settings template from RJW, minus the fact that
// I won't be (personally) supporting multiplayer, and it's all in one file - but I digress ...
namespace LewdBiotech
{
class LBTSettingsController : Mod
{
public LBTSettingsController(ModContentPack content) : base(content)
{
GetSettings<LBTSettings>();
}
public override string SettingsCategory()
{
return "LBTSettings".Translate();
}
public override void DoSettingsWindowContents(Rect inRect)
{
LBTSettings.DoWindowContents(inRect);
}
}
public class LBTSettings : ModSettings
{
// For my own sanity, all now and future settings will have a default disabled/false state (at least, that's the plan), and
// the settings name and description should reflect that (not that I'm going to add that many settings, mind you)
public static bool devMode = false;
public static bool regretStealingLovinThoughtDisabled = false;
public static void DoWindowContents(Rect inRect)
{
// Shrink the settings window a bit - don't need to be that w i d e
inRect.width = inRect.width - 400;
inRect.x = inRect.x + 200;
Listing_Standard listingStandard = new Listing_Standard();
listingStandard.Begin(inRect);
listingStandard.Gap(4f);
listingStandard.CheckboxLabeled("EnableLBTDevLogging".Translate(), ref devMode, "EnableLBTDevLoggingDesc".Translate());
listingStandard.Gap(4f);
listingStandard.CheckboxLabeled("RegretStealingLovinThoughtDisabled".Translate(), ref regretStealingLovinThoughtDisabled, "RegretStealingLovinThoughtDisabledDesc".Translate());
listingStandard.End();
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref devMode, "EnableLBTDevLogging", devMode, true);
Scribe_Values.Look(ref regretStealingLovinThoughtDisabled, "regretStealingLovinThoughtDisabled", regretStealingLovinThoughtDisabled, true);
}
}
}