private void AffectPawns(Pawn p, List <Pawn> pawns)
 {
     for (int i = 0; i < pawns.Count; i++)
     {
         Pawn pawn = pawns[i];
         if (p == pawn || !p.RaceProps.Humanlike || pawn.needs == null || pawn.needs.mood == null || pawn.needs.mood.thoughts == null || (p.Spawned && pawn.Spawned && pawn.Position.DistanceTo(p.Position) > Props.range) || pawn.health.hediffSet.HasHediff(HediffDefOf.PsychicHarmonizer))
         {
             continue;
         }
         bool flag = false;
         foreach (Thought_Memory memory in pawn.needs.mood.thoughts.memories.Memories)
         {
             Thought_PsychicHarmonizer thought_PsychicHarmonizer = memory as Thought_PsychicHarmonizer;
             if (thought_PsychicHarmonizer != null && thought_PsychicHarmonizer.harmonizer == parent)
             {
                 flag = true;
                 break;
             }
         }
         if (!flag)
         {
             Thought_PsychicHarmonizer thought_PsychicHarmonizer2 = (Thought_PsychicHarmonizer)ThoughtMaker.MakeThought(Props.thought);
             thought_PsychicHarmonizer2.harmonizer = parent;
             thought_PsychicHarmonizer2.otherPawn  = parent.pawn;
             pawn.needs.mood.thoughts.memories.TryGainMemory(thought_PsychicHarmonizer2);
         }
     }
 }
Exemple #2
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        public override bool GroupsWith(Thought other)
        {
            Thought_PsychicHarmonizer thought_PsychicHarmonizer = other as Thought_PsychicHarmonizer;

            if (thought_PsychicHarmonizer == null)
            {
                return(false);
            }
            if (base.GroupsWith(other))
            {
                return(thought_PsychicHarmonizer.harmonizer == harmonizer);
            }
            return(false);
        }