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Properly show multiple fetuses with pregenerated babies
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3 changed files with 16 additions and 7 deletions
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@ -115,16 +115,25 @@ namespace RJW_Menstruation
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if (hediff is Hediff_MechanoidPregnancy)
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return ContentFinder<Texture2D>.Get(("Womb/Mechanoid_Fluid"), true);
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ThingDef babydef = comp.Pawn.def;
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HediffComp_PregeneratedBabies babiescomp = hediff?.TryGetComp<HediffComp_PregeneratedBabies>();
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if (babiescomp?.HasBaby ?? false)
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babydef = babiescomp.babies.First().def;
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float gestationProgress = comp.StageProgress;
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int babycount = hediff is Hediff_BasePregnancy preg ? preg.babies.Count : 1;
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if (hediff is Hediff_BasePregnancy h)
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ThingDef babydef;
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int babycount;
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HediffComp_PregeneratedBabies babiescomp = hediff?.TryGetComp<HediffComp_PregeneratedBabies>();
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if (hediff is Hediff_BasePregnancy preg)
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{
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babydef = h.babies?.FirstOrDefault()?.def ?? ThingDefOf.Human;
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babydef = preg.babies?.FirstOrDefault()?.def ?? ThingDefOf.Human;
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babycount = preg.babies?.Count ?? 1;
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}
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else if (babiescomp?.HasBaby ?? false)
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{
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babydef = babiescomp.babies.First().def;
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babycount = babiescomp.babies.Count;
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}
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else
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{
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babydef = comp.Pawn.def;
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babycount = 1;
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}
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string fetustex = babydef.GetModExtension<PawnDNAModExtension>()?.fetusTexPath ?? "Fetus/Fetus_Default";
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