public static void loadProperties(Map map) { Property_Prototype proto = new Pr_MilitaryAid(map, "Military Aid"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_MilitaryAidOutgoing(map, "Military Aid Outgoing"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_InformationBlock(map, "Information Blackout"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_DeepOneCult(map, "Cult of the Deep"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_DeepOneAbyssalSirens(map, "Abyssal Sirens"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_RecentHumanBattle(map, "Recent Human Battle"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_DeepOneMadness(map, "Haunting Song"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); }
public static void loadProperties(Map map) { Property_Prototype proto = new Pr_MilitaryAid(map, "Military Aid"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_MilitaryAidOutgoing(map, "Military Aid Outgoing"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_InformationBlock(map, "Information Blackout"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_DeepOneCult(map, "Cult of the Deep"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); }
public static void loadProperties(Map map) { Property_Prototype proto = new Pr_MilitaryAid(map, "Military Aid"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_MilitaryAidOutgoing(map, "Military Aid Outgoing"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_InformationBlock(map, "Information Blackout"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_DeepOneCult(map, "Cult of the Deep"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_DeepOneAbyssalSirens(map, "Abyssal Sirens"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_RecentHumanBattle(map, "Recent Human Battle"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_DeepOneMadness(map, "Haunting Song"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_EmptyGraves(map, "Empty Graves"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_ForgottenSecret(map, "Forgotten Secret"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_MajorSecurityBoost(map, "Major Security Boost"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_MinorSecurityBoost(map, "Minor Security Boost"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_Lockdown(map, "Lockdown"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_Pumpkin(map, "Pumpkin"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_RedDeath(map, "Red Death"); map.globalist.allProperties.Add(proto); proto.isDisease = true; map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_RedDeathImmunity(map, "Red Death Immunity"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_Quarantine(map, "Quarantine"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_MedicalAid(map, "Medical Aid"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_Fog_Source(map, "Well of Fog"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_Fog_Pinned(map, "Trapped Fog"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_Blizzard(map, "Blizzard"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_RottingSickness(map, "Rotting Sickness"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); proto = new Pr_RottingSicknessImmunity(map, "Rotting Sickness Immunity"); map.globalist.allProperties.Add(proto); map.globalist.propertyMap.Add(proto.name, proto); }