public bool LeaveTrishot(IntVec3 position, Map map) { if (includingBrokenTrishot) { Thing trishot = ThingMaker.MakeThing(TrishotThing1Def); GameComponentCentaurStory.TryAdd(trishot); GenSpawn.Spawn(trishot, position, map); includingBrokenTrishot = false; return(true); } return(false); }
private static void ProcessBattery(Thing battery, ref bool once) { try { battery?.TryGetComp <CompPowerBattery>()?.AddEnergy(float.PositiveInfinity); if (!once) { if (battery is Building_TriBattery secretBattery) { secretBattery.SetSecret(true); GameComponentCentaurStory.TryAdd(secretBattery); once = true; } } } catch { } }