From c588939fa7c9cba5ce354b94cc5985d4b651a5d8 Mon Sep 17 00:00:00 2001 From: Vegapnk Date: Wed, 3 Jul 2024 20:45:21 +0200 Subject: [PATCH] Checked that Penis thoughts are only for adults --- CHANGELOG.md | 4 +++- .../Diseases/Thoughts/ThoughtWorker_SizeBlinded_Social.cs | 2 ++ 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 948bf8a..c177c58 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -26,7 +26,8 @@ I know that this is some overlap with the STD mod, but well ... you are free to - Disease Gene: Vulnerability. Pawn is likelier to be raped - Disease Gene: Infectious Hypersexuality - Disease Gene: Infectious Homosexuality & Bisexuality -- Disease Gene: Fluctual Sexual Need. (Configurable) Chance to reset sex-need to near-zero and gain a bit of rest-need. +- Disease Gene: Fluctual Sexual Need. (Configurable) Chance to reset sex-need to near-zero and gain a bit of rest-need. +- Disease Gene: Size Blinded. Pawns have a higher chance for hooking up with pawns with a big cock, lower chance for small cocks. **Fixes:** @@ -36,6 +37,7 @@ I know that this is some overlap with the STD mod, but well ... you are free to - GenderFluid-Gene now uses a generalized `TickBasedChanceExtension` over its unique special `GenderFluidExtension` - Introduced a `ModLog.Debug` Function that checks for the settings before printing - trying to spread it over the whole project. +- Removed TODO File. I have enough to do. # 2.1.0 (27-06-2024) diff --git a/Source/Genes/Diseases/Thoughts/ThoughtWorker_SizeBlinded_Social.cs b/Source/Genes/Diseases/Thoughts/ThoughtWorker_SizeBlinded_Social.cs index 4019b0d..871b276 100644 --- a/Source/Genes/Diseases/Thoughts/ThoughtWorker_SizeBlinded_Social.cs +++ b/Source/Genes/Diseases/Thoughts/ThoughtWorker_SizeBlinded_Social.cs @@ -26,6 +26,8 @@ namespace RJW_Genes // Do nothing if Pawn is Baby or Child (#25) if (!pawn.ageTracker.Adult) return (ThoughtState)false; + if (!other.ageTracker.Adult) + return (ThoughtState)false; // Only check if they are spawned humans if (!pawn.Spawned || !other.Spawned) return (ThoughtState)false;