public static bool OnErrorConfirmed_Prefix(bool confirmed, string saveGame)
 {
     // Load added notifications if needed.
     if (confirmed)
     {
         KnownTechFixer.LoadAddedNotifications(saveGame);
     }
     // Give back execution to original function.
     return(true);
 }
Beispiel #2
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 //public void BeginAsyncSceneLoad(string sceneName)
 public static bool BeginAsyncSceneLoad_Prefix(string sceneName)
 {
     if (string.Compare("Main", sceneName, true, CultureInfo.InvariantCulture) == 0)
     {
         KnownTechFixer.LoadAddedNotifications(null);
         ConstructableFixer.LoadLadderDirections(null);
     }
     // Give back execution to origin function.
     return(true);
 }
Beispiel #3
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        public static bool LoadMostRecentSavedGame_Prefix()
        {
            SaveLoadManager.GameInfo gameInfo = null;
            string slotName = null;

            // Try get game info and slot name
            try
            {
                string[] activeSlotNames = SaveLoadManager.main.GetActiveSlotNames();
                long     num             = 0L;
                int      i    = 0;
                int      num2 = activeSlotNames.Length;
                while (i < num2)
                {
                    SaveLoadManager.GameInfo gameInfo2 = SaveLoadManager.main.GetGameInfo(activeSlotNames[i]);
                    if (gameInfo2.dateTicks > num)
                    {
                        gameInfo = gameInfo2;
                        num      = gameInfo2.dateTicks;
                        slotName = activeSlotNames[i];
                    }
                    i++;
                }
            }
            catch (Exception ex)
            {
                Logger.Log("WARNING: Exception caught while retrieving game info. Exception=[" + ex.ToString() + "]");
                gameInfo = null;
            }
            // Load added notifications and outdoor ladder directions if needed.
            if (gameInfo != null)
            {
                KnownTechFixer.LoadAddedNotifications(slotName);
                ConstructableFixer.LoadLadderDirections(slotName);
            }
            // Give back execution to origin function.
            return(true);
        }