private void ReloadCosmicEntity(CosmicEntity entity)
        {
            var currentFavor     = entity.PlayerFavor;
            var currentDiscovery = entity.discovered;

            //Remove entity
            DeityCache.Remove(entity);

            //New deity
            var x = new CosmicEntity(entity.def);

            x.AffectFavor(currentFavor);
            x.discovered = currentDiscovery;
            DeityCache.Add(x, x.Version);

            //Destroy deity
            entity.Destroy();
            //Cthulhu.Utility.DebugReport("Reloaded " + entity.Label);
        }
예제 #2
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        public void ReloadCosmicEntity(CosmicEntity entity)
        {
            float currentFavor     = entity.PlayerFavor;
            bool  currentDiscovery = entity.discovered;

            //Remove entity
            DeityCache.Remove(entity);

            //New deity
            CosmicEntity x = new CosmicEntity(entity.def);

            x.AffectFavor(currentFavor);
            x.discovered = currentDiscovery;
            DeityCache.Add(x, x.Version);

            //Destroy deity
            entity.Destroy(0);
            //Cthulhu.Utility.DebugReport("Reloaded " + entity.Label);
            return;
        }