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Minor tweaks for rjw 4.1.0 +
Relevant animation context when applicable
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8 changed files with 44 additions and 13 deletions
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@ -4,6 +4,10 @@
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<defName>Quadruped_Doggystyle</defName>
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<label>quadruped doggystyle</label>
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<sounds>true</sounds>
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<sexTypes>
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<li>Anal</li>
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<li>Vaginal</li>
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</sexTypes>
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<actors>
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<li>
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<defNames>
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@ -19,6 +23,8 @@
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<isFucking>true</isFucking>
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</li>
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</actors>
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<animationStages>
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<li>
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@ -4,6 +4,9 @@
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<defName>Tribadism</defName>
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<label>scissoring</label>
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<sounds>true</sounds>
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<sexTypes>
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<li>Scissoring</li>
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</sexTypes>
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<actors>
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<li>
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<defNames>
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@ -4,6 +4,9 @@
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<defName>Double_Penetration</defName>
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<label>double penetration</label>
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<sounds>true</sounds>
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<sexTypes>
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<li>DoublePenetration</li>
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</sexTypes>
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<actors>
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<li>
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<defNames>
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@ -5,6 +5,10 @@
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<defName>Doggystyle</defName>
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<label>doggystyle</label>
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<sounds>true</sounds>
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<sexTypes>
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<li>Vaginal</li>
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<li>Anal</li>
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</sexTypes>
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<actors>
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<li>
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<!--each type cooresponds to an animation clip in each animationStage-->
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@ -450,6 +454,9 @@
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<defName>Blowjob</defName>
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<label>blowjob</label>
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<sounds>true</sounds>
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<sexTypes>
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<li>Oral</li>
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</sexTypes>
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<actors>
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<li>
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<!--each type cooresponds to an animation clip in each animationStage-->
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@ -847,6 +854,10 @@
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<defName>ReverseStandAndCarry</defName>
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<label>ReverseStandAndCarry</label>
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<sounds>true</sounds>
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<sexTypes>
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<li>Anal</li>
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<li>Oral</li>
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</sexTypes>
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<actors>
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<li>
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<!--each type cooresponds to an animation clip in each animationStage-->
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@ -14,7 +14,7 @@ namespace Rimworld_Animations {
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Note: always make the list in this order:
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Female pawns, animal female pawns, male pawns, animal male pawns
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*/
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public static AnimationDef tryFindAnimation(ref List<Pawn> participants) {
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public static AnimationDef tryFindAnimation(ref List<Pawn> participants, rjw.xxx.rjwSextype sexType = 0) {
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//aggressors first
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participants = participants.OrderByDescending(p => p.jobs.curDriver is rjw.JobDriver_SexBaseInitiator).ToList();
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@ -84,6 +84,13 @@ namespace Rimworld_Animations {
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return true;
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});
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List<AnimationDef> optionsWithSexType = options.ToList().FindAll(x => x.sexTypes.Contains(sexType));
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if (optionsWithSexType.Any()) {
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Log.Message("Selecting animation for rjwSexType " + sexType.ToStringSafe() + "...");
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return optionsWithSexType.RandomElement();
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}
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if (options != null && options.Any()) {
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Log.Message("Randomly selecting animation...");
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return options.RandomElement();
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@ -13,6 +13,7 @@ namespace Rimworld_Animations {
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public List<Actor> actors;
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public int animationTimeTicks = 0; //do not set manually
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public bool sounds = false;
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public List<rjw.xxx.rjwSextype> sexTypes;
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public override void PostLoad() {
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base.PostLoad();
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@ -19,7 +19,7 @@ namespace Rimworld_Animations {
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return;
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}
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Pawn Target = __instance.Target;
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Pawn Target = __instance.Target as Pawn;
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Pawn pawn = __instance.pawn;
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Building_Bed bed = __instance.Bed;
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@ -33,22 +33,22 @@ namespace Rimworld_Animations {
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bed = (__instance as JobDriver_SexCasualForAnimation).Bed;
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}
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if (__instance.Target.jobs?.curDriver is JobDriver_SexBaseReciever) {
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if ((__instance.Target as Pawn).jobs?.curDriver is JobDriver_SexBaseReciever) {
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if (!(Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Contains(pawn)) {
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(Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Add(pawn);
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}
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if (bed != null) {
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RerollAnimations(Target, __instance.duration, bed as Thing);
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RerollAnimations(Target, __instance.duration, bed as Thing, __instance.sexType);
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}
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else {
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RerollAnimations(Target, __instance.duration);
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RerollAnimations(Target, __instance.duration, sexType: __instance.sexType);
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}
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}
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}
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public static void RerollAnimations(Pawn pawn, int duration, Thing bed = null) {
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public static void RerollAnimations(Pawn pawn, int duration, Thing bed = null, xxx.rjwSextype sexType = xxx.rjwSextype.None) {
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if(pawn == null || !(pawn.jobs?.curDriver is JobDriver_SexBaseReciever)) {
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Log.Message("Error: Tried to reroll animations when pawn isn't sexing");
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@ -61,7 +61,7 @@ namespace Rimworld_Animations {
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pawnsToAnimate = pawnsToAnimate.Append(pawn).ToList();
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}
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AnimationDef anim = AnimationUtility.tryFindAnimation(ref pawnsToAnimate);
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AnimationDef anim = AnimationUtility.tryFindAnimation(ref pawnsToAnimate, sexType);
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if (anim != null) {
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@ -138,10 +138,10 @@ namespace Rimworld_Animations {
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__instance.pawn.mindState.canLovinTick = Find.TickManager.TicksGame + ticksToNextLovin;
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}
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if (__instance.Target.jobs?.curDriver is JobDriver_SexBaseReciever) {
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if ((__instance.Target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever) {
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if (__instance.pawn.TryGetComp<CompBodyAnimator>().isAnimating) {
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List<Pawn> parteners = (__instance.Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners;
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List<Pawn> parteners = ((__instance.Target as Pawn)?.jobs.curDriver as JobDriver_SexBaseReciever).parteners;
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for (int i = 0; i < parteners.Count; i++) {
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@ -153,13 +153,13 @@ namespace Rimworld_Animations {
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__instance.Target.TryGetComp<CompBodyAnimator>().isAnimating = false;
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if (xxx.is_human(__instance.Target)) {
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__instance.Target.Drawer.renderer.graphics.ResolveApparelGraphics();
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PortraitsCache.SetDirty(__instance.Target);
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if (xxx.is_human((__instance.Target as Pawn))) {
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(__instance.Target as Pawn)?.Drawer.renderer.graphics.ResolveApparelGraphics();
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PortraitsCache.SetDirty((__instance.Target as Pawn));
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}
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}
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(__instance.Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Remove(__instance.pawn);
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((__instance.Target as Pawn)?.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Remove(__instance.pawn);
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}
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