using Verse; using UnityEngine; //using Multiplayer.API; namespace rjwcum { [StaticConstructorOnStartup] public static class CumTextures { //UI: public static readonly Texture2D CumIcon_little = ContentFinder.Get("CumIcon_little", true); public static readonly Texture2D CumIcon_some = ContentFinder.Get("CumIcon_some", true); public static readonly Texture2D CumIcon_dripping = ContentFinder.Get("CumIcon_dripping", true); public static readonly Texture2D CumIcon_drenched = ContentFinder.Get("CumIcon_drenched", true); //on pawn: public static readonly Material cumSplatch1 = MaterialPool.MatFrom("splatch_1", ShaderDatabase.Cutout); public static readonly Material cumSplatch2 = MaterialPool.MatFrom("splatch_2", ShaderDatabase.Cutout); public static readonly Material cumSplatch3 = MaterialPool.MatFrom("splatch_3", ShaderDatabase.Cutout); public static readonly Material cumSplatch4 = MaterialPool.MatFrom("splatch_4", ShaderDatabase.Cutout); public static readonly Material cumSplatch5 = MaterialPool.MatFrom("splatch_5", ShaderDatabase.Cutout); public static readonly Material cumSplatch6 = MaterialPool.MatFrom("splatch_6", ShaderDatabase.Cutout); public static readonly Material cumSplatch7 = MaterialPool.MatFrom("splatch_7", ShaderDatabase.Cutout); public static readonly Material cumSplatch8 = MaterialPool.MatFrom("splatch_8", ShaderDatabase.Cutout); public static readonly Material cumSplatch9 = MaterialPool.MatFrom("splatch_9", ShaderDatabase.Cutout); //[SyncMethod] public static Material pickRandomSplatch() { //Rand.PopState(); //Rand.PushState(RJW_Multiplayer.PredictableSeed()); int rand = Rand.Range(0, 8); switch (rand) { case 0: return cumSplatch1; case 1: return cumSplatch2; case 2: return cumSplatch3; case 3: return cumSplatch4; case 4: return cumSplatch5; case 5: return cumSplatch6; case 6: return cumSplatch7; case 7: return cumSplatch8; case 8: return cumSplatch9; } return null; } } }