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	Added PheromoneSpit Gene
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					 7 changed files with 171 additions and 31 deletions
				
			
		
							
								
								
									
										29
									
								
								Common/Defs/AbilityDefs/Ability_PheromoneSpit.xml
									
										
									
									
									
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										29
									
								
								Common/Defs/AbilityDefs/Ability_PheromoneSpit.xml
									
										
									
									
									
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<AbilityDef>
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    <defName>rjw_genes_ability_pheromone_spit</defName>
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    <label>pheromone spit</label>
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    <description>Spit a condensed ball of animal pheromones to mark a target. Nearby Animals will try to breed the target. This means all animals - hostile, friendly and wild.</description>
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    <iconPath>UI/Abilities/PiercingSpine</iconPath>
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    <cooldownTicksRange>3000</cooldownTicksRange>
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    <displayOrder>201</displayOrder>
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    <aiCanUse>true</aiCanUse>
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    <verbProperties>
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      <verbClass>Verb_CastAbility</verbClass>
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      <range>11</range>
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      <warmupTime>1.2</warmupTime>
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      <soundCast>PiercingSpine_Launch</soundCast>
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      <targetParams>
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        <canTargetHumans>True</canTargetHumans>
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        <canTargetMechs>False</canTargetMechs>
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        <canTargetAnimals>False</canTargetAnimals>
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        <canTargetLocations>False</canTargetLocations>
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      </targetParams>
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    </verbProperties>
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    <comps>
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      <li Class="RJW_Genes.CompProperties_AbilityPheromoneSpit">
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        <calldistance>25</calldistance>
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      </li>
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    </comps>
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  </AbilityDef>
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</Defs>
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			@ -94,4 +94,21 @@
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		<biostatMet>-1</biostatMet>
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	</GeneDef>
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  <GeneDef ParentName="BreedingBase">
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		<defName>rjw_genes_pheromone_spit</defName>
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		<label>Pheromone Spit</label>
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		<description>This gene allows to mark targets for breeding, enticing nearby animals for a ride.</description>
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    <iconPath>UI/Abilities/AnimalBerserkPulse</iconPath>
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		<displayOrderInCategory>66</displayOrderInCategory>
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		<abilities>
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			<li>rjw_genes_ability_pheromone_spit</li>
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		</abilities>
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		<descriptionHyperlinks>
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			<AbilityDef>rjw_genes_ability_pheromone_spit</AbilityDef>
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		</descriptionHyperlinks>
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		<biostatCpx>2</biostatCpx>
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		<biostatMet>-1</biostatMet>
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	</GeneDef>
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</Defs>
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			@ -28,37 +28,9 @@ namespace RJW_Genes
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        public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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        {
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            base.Apply(target, dest);
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            DoAnimalBreedingPulse();
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            ModLog.Message($"{this.parent.pawn} is casting MatingCall");
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            AnimalBreedingHelper.DoAnimalBreedingPulse(this.parent.pawn, Props.calldistance);
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        }
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        private void DoAnimalBreedingPulse()
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        {
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            if (fired) { return; }
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            IEnumerable<Pawn> animals = this.parent.pawn.Map.mapPawns.AllPawnsSpawned.Where<Pawn>((Func<Pawn, bool>)(p => p.IsNonMutantAnimal && p.Position.InHorDistOf(this.parent.pawn.Position, Props.calldistance)));
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            int breeder_counter = 0;
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            foreach (Pawn animal in animals)
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            {   
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                if (animal.MentalState != null && (animal.MentalState.def == MentalStateDefOf.Manhunter || animal.MentalState.def == MentalStateDefOf.ManhunterPermanent))
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                {
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                    Log.Warning("Found an angry Animal to Fuck");
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                    animal?.MentalState?.RecoverFromState();
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                }
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                if(xxx.is_healthy_enough(animal))
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                {
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                    // Stopping all Jobs in this way is a bit heavy - but as it's only about Animals this should be fine. 
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                    animal.jobs.CaptureAndClearJobQueue();
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                    animal.jobs.StopAll();
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                    Job job = JobMaker.MakeJob(xxx.animalBreed, this.parent.pawn);
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                    animal.jobs.TryTakeOrderedJob(job);
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                    breeder_counter++;
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                }
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            }
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            ModLog.Message($"{breeder_counter} of {animals.Count()} Animals in range are trying to breed {this.parent.pawn}");
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            fired = true;
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        }
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    }
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}
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			@ -0,0 +1,31 @@
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using RimWorld;
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using rjw;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Verse;
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using Verse.AI;
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namespace RJW_Genes
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{
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    public class CompAbilityEffect_PheromoneSpit : CompAbilityEffect
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    {
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        bool fired = false;
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        private new CompProperties_AbilityPheromoneSpit Props
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        {
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            get
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            {
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                return (CompProperties_AbilityPheromoneSpit)this.props;
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            }
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        }
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        public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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        {
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            base.Apply(target, dest);
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            AnimalBreedingHelper.DoAnimalBreedingPulse(target.Pawn, Props.calldistance);
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        }
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    }
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}
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			@ -0,0 +1,18 @@
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using RimWorld;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RJW_Genes { 
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    public class CompProperties_AbilityPheromoneSpit : CompProperties_AbilityEffect
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    {
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        public int calldistance;
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        public CompProperties_AbilityPheromoneSpit()
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        {
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            this.compClass = typeof(CompAbilityEffect_PheromoneSpit);
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        }
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    }
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}
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										70
									
								
								Source/Genes/Breeding/AnimalBreedingHelper.cs
									
										
									
									
									
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										70
									
								
								Source/Genes/Breeding/AnimalBreedingHelper.cs
									
										
									
									
									
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using RimWorld;
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using rjw;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Verse.AI;
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using Verse;
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namespace RJW_Genes
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{
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    public class AnimalBreedingHelper
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    {
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        /// <summary>
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        /// Finds animals in a distance around a pawn, and schedules a breeding job. 
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        /// This is done regardless of the animals genitalia at the moment.
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        /// This function has no checks if the Pawn is hostile, downed, etc., such checks must be done upstream!
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        /// </summary>
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        /// <param name="toBeBred">The pawn that will be target of breeding animals</param>
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        /// <param name="pulse_distance">The range around the pawn for which animals will be triggered.</param>
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        public static void DoAnimalBreedingPulse(Pawn toBeBred, int pulse_distance, bool ends_manhunter = true)
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        {
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            IEnumerable<Pawn> animals = GetAnimalsInRange(toBeBred.Map, toBeBred.Position, pulse_distance);
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            int breeder_counter = 0;
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            foreach (Pawn animal in animals)
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            {
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                if (ends_manhunter)
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                    EndManHunter(animal);
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                ForceBreedingJob(toBeBred, animal);
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                breeder_counter++;
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            }
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            ModLog.Message($"{breeder_counter} of {animals.Count()} Animals in range are trying to breed {toBeBred}");
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        }
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        private static IEnumerable<Pawn> GetAnimalsInRange(Map map, IntVec3 position, int distance)
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        {
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            IEnumerable<Pawn> animals = 
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                map.mapPawns
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                    .AllPawnsSpawned
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                    .Where<Pawn>((Func<Pawn, bool>)(p => 
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                        p.IsNonMutantAnimal 
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                        && p.Position.InHorDistOf(position, distance)
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                        && xxx.is_healthy_enough(p))
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                    );
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            return animals;
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        }
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        private static void ForceBreedingJob(Pawn toBeBred, Pawn animal)
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        {
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            // Stopping all Jobs in this way is a bit heavy - but as it's only about Animals this should be fine. 
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            animal.jobs.CaptureAndClearJobQueue();
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            animal.jobs.StopAll();
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            Job job = JobMaker.MakeJob(xxx.animalBreed, toBeBred);
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            animal.jobs.TryTakeOrderedJob(job);
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        }
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        private static void EndManHunter(Pawn animal)
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        {
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            if (animal.MentalState != null && (animal.MentalState.def == MentalStateDefOf.Manhunter || animal.MentalState.def == MentalStateDefOf.ManhunterPermanent))
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            {
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                animal?.MentalState?.RecoverFromState();
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            }
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        }
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    }
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}
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			@ -65,7 +65,10 @@
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    <Compile Include="Common\Defs\TickIntervalExtension.cs" />
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    <Compile Include="Common\Patches\PatchImplants.cs" />
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    <Compile Include="Genes\Breeding\Abilities\CompAbilityEffect_MatingCall.cs" />
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    <Compile Include="Genes\Breeding\Abilities\CompAbilityEffect_PheromoneSpit.cs" />
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    <Compile Include="Genes\Breeding\Abilities\CompProperties_AbilityMatingCall.cs" />
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    <Compile Include="Genes\Breeding\Abilities\CompProperties_AbilityPheromoneSpit.cs" />
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    <Compile Include="Genes\Breeding\AnimalBreedingHelper.cs" />
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    <Compile Include="Genes\Breeding\Genes\Gene_FerventOvipositor.cs" />
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    <Compile Include="Genes\Breeding\Genes\Gene_InsectIncubator.cs" />
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    <Compile Include="Genes\Damage\Gene_Elasticity.cs" />
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