private void RespawnKerbal(ProtoCrewMember kerbal) { kerbal.SetTimeForRespawn(0); kerbal.StartRespawnPeriod(); kerbal.rosterStatus = ProtoCrewMember.RosterStatus.Available; HighLogic.CurrentGame.CrewRoster.GetNextAvailableKerbal(); }
internal static void RespawnKerbal(ProtoCrewMember kerbal) { kerbal.SetTimeForRespawn(0); kerbal.rosterStatus = ProtoCrewMember.RosterStatus.Available; kerbal.KerbalRef.rosterStatus = ProtoCrewMember.RosterStatus.Available; HighLogic.CurrentGame.CrewRoster.GetNextAvailableKerbal(); }
private void RespawnKerbal(ProtoCrewMember kerbal) { kerbal.SetTimeForRespawn(0); kerbal.Spawn(); kerbal.rosterStatus = ProtoCrewMember.RosterStatus.AVAILABLE; HighLogic.CurrentGame.CrewRoster.GetNextAvailableCrewMember(); }
internal static void RespawnKerbal(ProtoCrewMember kerbal) { kerbal.SetTimeForRespawn(0); // This call causes issues in KSC scene, and is not needed. //kerbal.Spawn(); kerbal.rosterStatus = ProtoCrewMember.RosterStatus.Available; HighLogic.CurrentGame.CrewRoster.GetNextAvailableKerbal(); }
private void RespawnKerbal(ProtoCrewMember kerbal) { kerbal.SetTimeForRespawn(0); kerbal.Spawn(); kerbal.rosterStatus = ProtoCrewMember.RosterStatus.AVAILABLE; KerbalCrewRoster.getNextAvailableCrewMember(); }