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	Implement random tick timing
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					 3 changed files with 27 additions and 13 deletions
				
			
		
										
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					@ -969,20 +969,20 @@ namespace RJW_Menstruation
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                {
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					                {
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                    if (Configurations.EnableAnimalCycle)
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					                    if (Configurations.EnableAnimalCycle)
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                    {
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					                    {
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                        HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), tickInterval, parent.pawn, false);
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					                        HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
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                    }
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					                    }
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                }
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					                }
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                else
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					                else
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                {
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					                {
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                    if (pregnancy == null && parent.pawn.health.capacities.GetLevel(xxx.reproduction) <= 0) HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Young), tickInterval, parent.pawn, false);
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					                    if (pregnancy == null && parent.pawn.health.capacities.GetLevel(xxx.reproduction) <= 0) HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Young), GetNextUpdate(), parent.pawn, false);
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                    else HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), tickInterval, parent.pawn, false);
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					                    else HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
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                }
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					                }
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            }
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					            }
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            else
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					            else
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            {
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					            {
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                if (cums == null) cums = new List<Cum>();
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					                if (cums == null) cums = new List<Cum>();
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                curStage = Stage.None;
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					                curStage = Stage.None;
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                HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), tickInterval, parent.pawn, false);
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					                HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
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            }
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					            }
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            //Log.Message(parent.pawn.Label + " - Initialized menstruation comp");
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					            //Log.Message(parent.pawn.Label + " - Initialized menstruation comp");
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            loaded = true;
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					            loaded = true;
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					@ -1738,7 +1738,7 @@ namespace RJW_Menstruation
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                    curStage = Stage.Follicular;
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					                    curStage = Stage.Follicular;
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                    curStageHrs = 0;
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					                    curStageHrs = 0;
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                    if (follicularIntervalhours < 0) follicularIntervalhours = PeriodRandomizer(Props.folicularIntervalDays * 24, Props.deviationFactor);
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					                    if (follicularIntervalhours < 0) follicularIntervalhours = PeriodRandomizer(Props.folicularIntervalDays * 24, Props.deviationFactor);
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                    HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Follicular), tickInterval, parent.pawn, false);
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					                    HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Follicular), GetNextUpdate(), parent.pawn, false);
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                    break;
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					                    break;
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            }
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					            }
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            action += delegate
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					            action += delegate
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					@ -1757,31 +1757,41 @@ namespace RJW_Menstruation
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        }
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					        }
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        protected void GoNextStage(Stage nextstage, float factor = 1.0f)
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					        protected int GetNextUpdate()
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					        {
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					            // Ticks past the hour. Will be equal except for game start or load
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					            int currentOffset = Find.TickManager.TicksGame % tickInterval;
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					            int nextOffset = (parent.pawn.HashOffset() % tickInterval + tickInterval) % tickInterval;  // Messy, but HashOffset is negative a lot
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					            // The -1/+1 to ensure that equality works out to 1 hour and not 0 ticks
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					            return ((nextOffset - currentOffset + tickInterval - 1) % tickInterval) + 1;
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					        }
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					        protected void GoNextStage(Stage nextstage)
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        {
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					        {
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            curStageHrs = 0;
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					            curStageHrs = 0;
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            curStage = nextstage;
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					            curStage = nextstage;
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            HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), (int)(tickInterval * factor), parent.pawn, false);
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					            HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), GetNextUpdate(), parent.pawn, false);
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        }
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					        }
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        protected void GoNextStageSetHour(Stage nextstage, int hour, float factor = 1.0f)
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					        protected void GoNextStageSetHour(Stage nextstage, int hour)
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        {
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					        {
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            curStageHrs = hour;
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					            curStageHrs = hour;
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            curStage = nextstage;
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					            curStage = nextstage;
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            HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), (int)(tickInterval * factor), parent.pawn, false);
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					            HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), GetNextUpdate(), parent.pawn, false);
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        }
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					        }
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        //stage can be interrupted in other reasons
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					        //stage can be interrupted in other reasons
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        protected void StayCurrentStage(float factor = 1.0f)
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					        protected void StayCurrentStage()
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        {
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					        {
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            HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), (int)(tickInterval * factor), parent.pawn, false);
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					            HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
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        }
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					        }
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        //stage never changes
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					        //stage never changes
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        protected void StayCurrentStageConst(Stage curstage, float factor = 1.0f)
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					        protected void StayCurrentStageConst(Stage curstage)
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        {
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					        {
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            HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curstage), (int)(tickInterval * factor), parent.pawn, false);
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					            HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curstage), GetNextUpdate(), parent.pawn, false);
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        }
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					        }
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        protected void GoFollicularOrBleeding()
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					        protected void GoFollicularOrBleeding()
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					@ -1,3 +1,7 @@
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					Version 1.0.6.6
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					 - The menstruation cycle used to start ticking exactly one game hour after loading the save. Now the hour timing is consistent across a save/load.
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					 - Every womb will tick at a different (but consistent) time after the hour per pawn.
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Version 1.0.6.5
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					Version 1.0.6.5
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 - Handle climacteric induced ovulators a bit better.
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					 - Handle climacteric induced ovulators a bit better.
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 - Compatibility update for Sexperience 1.0.4.2
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					 - Compatibility update for Sexperience 1.0.4.2
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