public static void FillGraveThought(Building_Grave __instance, Pawn worker) { CompArt comp = __instance.GetComp <CompArt>(); if (worker.needs.mood != null && comp != null) { worker.needs.mood.thoughts.memories.TryGainMemory(ThoughtDefOfPsychology.FilledGraveBleedingHeart); } }
internal static void _Notify_CorpseBuried(this Building_Grave _this, Pawn worker) { CompArt comp = _this.GetComp<CompArt>(); if (comp != null && !comp.Active) { comp.JustCreatedBy(worker); comp.InitializeArt(_this.Corpse.InnerPawn); worker.needs.mood.thoughts.memories.TryGainMemoryThought(ThoughtDefOfPsychology.FilledGraveBleedingHeart); } _this.Map.mapDrawer.MapMeshDirty(_this.Position, MapMeshFlag.Buildings); }