private bool ShouldCeremonyBeCalledOff() { return(firstPawn.Destroyed || secondPawn.Destroyed || !firstPawn.relations.DirectRelationExists(PawnRelationDefOf.Fiance, secondPawn) || spot.GetDangerFor(firstPawn, Map) != Danger.None || spot.GetDangerFor(secondPawn, Map) != Danger.None || !MarriageCeremonyUtility.AcceptableGameConditionsToStartCeremony(Map) || !MarriageCeremonyUtility.FianceCanContinueCeremony(firstPawn, secondPawn)); }
private bool ShouldCeremonyBeCalledOff() { return(this.firstPawn.Destroyed || this.secondPawn.Destroyed || !this.firstPawn.relations.DirectRelationExists(PawnRelationDefOf.Fiance, this.secondPawn) || (this.spot.GetDangerFor(this.firstPawn, base.Map) != Danger.None || this.spot.GetDangerFor(this.secondPawn, base.Map) != Danger.None) || (!MarriageCeremonyUtility.AcceptableGameConditionsToContinueCeremony(base.Map) || !MarriageCeremonyUtility.FianceCanContinueCeremony(this.firstPawn) || !MarriageCeremonyUtility.FianceCanContinueCeremony(this.secondPawn))); }
protected override bool CanFireNowSub(IncidentParms parms) { Map map = (Map)parms.target; return(base.CanFireNowSub(parms) && MarriageCeremonyUtility.AcceptableGameConditionsToStartCeremony(map)); }
private static void PerformMarriage(Pawn askerPawn, Pawn askeePawn) { MarriageCeremonyUtility.Married(askerPawn, askeePawn); }