From f293c56d727e3edb7e2fd5f39ed3f755b08468d6 Mon Sep 17 00:00:00 2001 From: Ellpeck Date: Fri, 26 Nov 2021 23:42:21 +0100 Subject: [PATCH] 0.18.1 --- ExampleMod.csproj | 2 +- SitDownOnGrassAction.cs | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/ExampleMod.csproj b/ExampleMod.csproj index 414cf0b..af67bd0 100644 --- a/ExampleMod.csproj +++ b/ExampleMod.csproj @@ -5,7 +5,7 @@ - + diff --git a/SitDownOnGrassAction.cs b/SitDownOnGrassAction.cs index 05d9486..90c1b1f 100644 --- a/SitDownOnGrassAction.cs +++ b/SitDownOnGrassAction.cs @@ -25,16 +25,16 @@ namespace ExampleMod { // but we don't need to do anything here for our action } - protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, GameSpeed speed) { - base.AndThenUpdate(time, passedInGame, speed); + protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, float speedMultiplier) { + base.AndThenUpdate(time, passedInGame, speedMultiplier); // this method gets called every update frame while the action is active // set our person to look like they're sitting on the ground this.Person.CurrentPose = Person.Pose.SittingGround; // restore need and lower emotions - this.Person.RestoreNeed(NeedType.Energy, 0.5F, speed); - this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speed); + this.Person.RestoreNeed(NeedType.Energy, 0.5F, speedMultiplier); + this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speedMultiplier); } protected override CompletionType AndThenIsCompleted() {