/// <summary> /// Executed if Session is ready. /// </summary> private void OnSessionReady() { MyAPIGateway.Session.OnSessionReady -= OnSessionReady; _suitComputer = SuitComputer.Create(); SetUpdateOrder(_suitComputer != null ? MyUpdateOrder.BeforeSimulation : MyUpdateOrder.AfterSimulation); }
/// <summary> /// Executed if Session is ready. /// </summary> private void OnSessionReady() { MyAPIGateway.Session.OnSessionReady -= OnSessionReady; RemoveAutomaticJetpackActivation = MyAPIGateway.Session.Mods.Any(x => x.PublishedFileId == REMOVE_AUTOMATIC_JETPACK_ACTIVATION_ID); _suitComputer = SuitComputer.Create(); if (_suitComputer != null) { SetUpdateOrder(MyUpdateOrder.BeforeSimulation); } }
/// <summary> /// Used to register <see cref="SuitComputer" /> when in some rare cases the player or player identity was not set in /// <see cref="OnSessionReady" />. /// </summary> public override void UpdateAfterSimulation() { if (_suitComputer != null) { return; } _suitComputer = SuitComputer.Create(); if (_suitComputer != null) { SetUpdateOrder(MyUpdateOrder.BeforeSimulation); } }