public static void ReturnItems(UnitResult unit, ContractHelper contract) { foreach (var item in unit.mech.Inventory.Where(i => i.DamageLevel != ComponentDamageLevel.Destroyed && !unit.mech.IsLocationDestroyed(i.MountedLocation))) { contract.AddComponentToFinalSalvage(item.Def); } }
public static void ReturnItemsAndParts(UnitResult unit, ContractHelper contract) { foreach (var item in unit.mech.Inventory.Where(i => i.DamageLevel != ComponentDamageLevel.Destroyed && !unit.mech.IsLocationDestroyed(i.MountedLocation))) { contract.AddComponentToFinalSalvage(item.Def); } int num_parts = Control.GetNumParts(unit.mech); contract.AddMechPartsToFinalSalvage(UnityGameInstance.BattleTechGame.Simulation.Constants, unit.mech, num_parts); }