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0.18.1
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2 changed files with 5 additions and 5 deletions
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@ -5,7 +5,7 @@
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<PackageReference Include="TinyLifeApi" Version="0.18.0" />
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<PackageReference Include="TinyLifeApi" Version="0.18.1" />
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<PackageReference Include="ExtremelySimpleLogger" Version="1.2.4" />
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<PackageReference Include="ExtremelySimpleLogger" Version="1.2.4" />
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<PackageReference Include="MLEM.Data" Version="5.2.0-290" />
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<PackageReference Include="MLEM.Data" Version="5.2.0-290" />
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@ -25,16 +25,16 @@ namespace ExampleMod {
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// but we don't need to do anything here for our action
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// but we don't need to do anything here for our action
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}
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}
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protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, GameSpeed speed) {
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protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, float speedMultiplier) {
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base.AndThenUpdate(time, passedInGame, speed);
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base.AndThenUpdate(time, passedInGame, speedMultiplier);
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// this method gets called every update frame while the action is active
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// this method gets called every update frame while the action is active
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// set our person to look like they're sitting on the ground
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// set our person to look like they're sitting on the ground
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this.Person.CurrentPose = Person.Pose.SittingGround;
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this.Person.CurrentPose = Person.Pose.SittingGround;
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// restore need and lower emotions
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// restore need and lower emotions
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this.Person.RestoreNeed(NeedType.Energy, 0.5F, speed);
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this.Person.RestoreNeed(NeedType.Energy, 0.5F, speedMultiplier);
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this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speed);
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this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speedMultiplier);
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}
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}
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protected override CompletionType AndThenIsCompleted() {
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protected override CompletionType AndThenIsCompleted() {
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