public static bool AfterTick_Prefix(ProductionStatistics __instance) { if (Multiplayer.IsActive && !Multiplayer.Session.LocalPlayer.IsHost) { for (int i = 0; i < __instance.gameData.factoryCount; i++) { __instance.factoryStatPool[i]?.AfterTick(); } return(false); } return(true); }
public static bool AfterTick_Prefix(ProductionStatistics __instance) { if (SimulatedWorld.Initialized && !LocalPlayer.IsMasterClient) { for (int i = 0; i < __instance.gameData.factoryCount; i++) { __instance.factoryStatPool[i]?.AfterTick(); } return(false); } return(true); }
public static bool GameTick_Prefix(ProductionStatistics __instance) { if (Multiplayer.IsActive && !Multiplayer.Session.LocalPlayer.IsHost) { //Do not run on client if you do not have all data for (int i = 0; i < __instance.gameData.factoryCount; i++) { if (__instance.factoryStatPool[i] == null) { return(false); } } } return(true); }
public static bool GameTick_Prefix(ProductionStatistics __instance) { if (SimulatedWorld.Initialized && !LocalPlayer.IsMasterClient) { //Do not run on client if you do not have all data for (int i = 0; i < __instance.gameData.factoryCount; i++) { if (__instance.factoryStatPool[i] == null) { return(false); } } } return(true); }
public static bool AddStatGroup_Prefix(int __0, ProductionStatistics ___productionStat) { //Skip when StatisticsDataPacket hasn't arrived yet return(__0 >= 0 && ___productionStat.factoryStatPool[__0] != null); }