private void Opening_OnEnter(On.EntityStates.Barrel.Opening.orig_OnEnter orig, EntityStates.Barrel.Opening self)
        {
            GameObject obj  = self.outer.gameObject;
            string     name = obj.name.ToLower();

            if (!name.Contains("chest1") && !name.Contains("chest2") && !name.Contains("goldchest") && !name.Contains("equipmentbarrel") && !name.Contains("isclockbox"))
            {
                orig.Invoke(self);
                return;
            }
        }
Example #2
0
        private void Opening_OnEnter(On.EntityStates.Barrel.Opening.orig_OnEnter orig, EntityStates.Barrel.Opening self)
        {
            GameObject obj  = self.outer.gameObject;
            string     name = obj.name.ToLower();

            Debug.Log(name);
            //If the opened object is a supported chest drop the orig call, thus stopping the Items to drop
            if (!name.Contains("chest1") && !name.Contains("chest2") && !name.Contains("goldchest") && !name.Contains("equipmentbarrel") && !name.Contains("isclockbox"))
            {
                orig.Invoke(self);
                return;
            }
            //Debug.Log("FORCE OPEN THE FRICKING CHEST!");
            //Force the Chest Open
            //self.GetComponent<EntityStateMachine>().SetState(new Opened());
        }