public override void LoadedGame() { base.LoadedGame(); ACUtils.ResetACTracker(); if (this.stacksIndex == null) { this.stacksIndex = new Dictionary <string, CorticalStack>(); } if (this.pawnsWithStacks == null) { this.pawnsWithStacks = new HashSet <Pawn>(); } if (this.emptySleeves == null) { this.emptySleeves = new HashSet <Pawn>(); } if (this.deadPawns == null) { this.deadPawns = new HashSet <Pawn>(); } }
public override void LoadedGame() { base.LoadedGame(); ACUtils.ResetACTracker(); if (this.stacksIndex == null) { this.stacksIndex = new Dictionary <string, CorticalStack>(); } if (this.pawnsWithStacks == null) { this.pawnsWithStacks = new HashSet <Pawn>(); } if (this.emptySleeves == null) { this.emptySleeves = new HashSet <Pawn>(); } if (this.deadPawns == null) { this.deadPawns = new HashSet <Pawn>(); } ResetStackLimitIfNeeded(AlteredCarbonDefOf.AC_FilledCorticalStack); }