// ****************************************************************************************************************** // ****************************************************************************************************************** // Patched methods // ****************************************************************************************************************** // ****************************************************************************************************************** public static void Pre_PlayTurnCrt(TacticalFaction __instance) { // Keep in the map only the actors not belonging to the faction that is starting its turn returnFireCounter = returnFireCounter .Where(actor => actor.Key.TacticalFaction != __instance) .ToDictionary(actor => actor.Key, actor => actor.Value); }
internal static void DeclareFaction(TacticalFactionVision factionVision) { TacticalFaction viewerFaction = factionVision.Faction.TacticalLevel.View.ViewerFaction; if (viewerFaction != factionVision.Faction) { if (viewerFaction.GetRelationTo(factionVision.Faction) == FactionRelation.Enemy) { enemyFactions.Add(factionVision); } } }