public override void ExposeData() { base.ExposeData(); Scribe_Values.Look <int>(ref this.burstCooldownTicksLeft, "burstCooldownTicksLeft", 0, false); Scribe_Values.Look <int>(ref this.burstWarmupTicksLeft, "burstWarmupTicksLeft", 0, false); Scribe_TargetInfo.Look(ref this.currentTargetInt, "currentTarget"); Scribe_Values.Look <bool>(ref this.holdFire, "holdFire", false, false); Scribe_Deep.Look <Thing>(ref this.gun, "gun", new object[0]); if (Scribe.mode == LoadSaveMode.PostLoadInit) { BackCompatibility.TurretPostLoadInit(this); this.UpdateGunVerbs(); } }
public override void ExposeData() { base.ExposeData(); Scribe_Values.Look(ref burstCooldownTicksLeft, "burstCooldownTicksLeft", 0); Scribe_Values.Look(ref burstWarmupTicksLeft, "burstWarmupTicksLeft", 0); Scribe_TargetInfo.Look(ref currentTargetInt, "currentTarget"); Scribe_Values.Look(ref holdFire, "holdFire", defaultValue: false); Scribe_Deep.Look(ref gun, "gun"); if (Scribe.mode == LoadSaveMode.PostLoadInit) { BackCompatibility.TurretPostLoadInit(this); UpdateGunVerbs(); } }