fixed pawn ordering bug
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@ -51,7 +51,7 @@ namespace Rimworld_Animations {
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AnimationSettings.rotation.Add(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex, 0);
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}
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List<Pawn> pawnsToAnimateOrdered = curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation.OrderBy(x => Int32.Parse(x.Name.ToStringSafe())).ToList();
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List<Pawn> pawnsToAnimateOrdered = curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation.OrderBy(x => x.Name).ToList();
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string pawnNamesAndSexType = "";
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foreach (Pawn p in pawnsToAnimateOrdered)
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@ -94,7 +94,7 @@ namespace Rimworld_Animations {
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pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().isAnimating = false;
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}
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List<Pawn> pawnsToAnimateOrdered = pawnsToAnimate.OrderBy(x => Int32.Parse(x.Name.ToStringSafe())).ToList();
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List<Pawn> pawnsToAnimateOrdered = pawnsToAnimate.OrderBy(x => x.Name).ToList();
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string pawnNamesAndSexType = "";
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foreach (Pawn p in pawnsToAnimateOrdered)
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