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synced 2025-03-10 16:14:45 +00:00
fix some whitespace, add braces, split lines up
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@ -37,25 +37,39 @@ namespace QSB.Player.Events
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}
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// TODO : CLEAN. THIS. SHIT.
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QSBWorldSync.DialogueConditions.ForEach(condition => QSBEventManager.FireEvent(EventNames.DialogueCondition, condition.Key, condition.Value));
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QSBWorldSync.DialogueConditions.ForEach(condition
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=> QSBEventManager.FireEvent(EventNames.DialogueCondition, condition.Key, condition.Value));
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QSBWorldSync.ShipLogFacts.ForEach(fact => QSBEventManager.FireEvent(EventNames.QSBRevealFact, fact.Id, fact.SaveGame, false));
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QSBWorldSync.ShipLogFacts.ForEach(fact
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=> QSBEventManager.FireEvent(EventNames.QSBRevealFact, fact.Id, fact.SaveGame, false));
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//We could add a nested ForEach here, but, in my opinion, it would reduce readbility in this case - ShoosGun(Locochoco)
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foreach (var wallText in QSBWorldSync.GetWorldObjects<QSBWallText>().Where(x => x.AttachedObject.GetValue<bool>("_initialized") && x.AttachedObject.GetNumTextBlocks() > 0))
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wallText.GetTranslatedIds().ForEach(id => QSBEventManager.FireEvent(EventNames.QSBTextTranslated, NomaiTextType.WallText, wallText.ObjectId, id));
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{
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wallText.GetTranslatedIds().ForEach(id
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=> QSBEventManager.FireEvent(EventNames.QSBTextTranslated, NomaiTextType.WallText, wallText.ObjectId, id));
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}
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foreach (var computer in QSBWorldSync.GetWorldObjects<QSBComputer>().Where(x => x.AttachedObject.GetValue<bool>("_initialized") && x.AttachedObject.GetNumTextBlocks() > 0))
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computer.GetTranslatedIds().ForEach(id => QSBEventManager.FireEvent(EventNames.QSBTextTranslated, NomaiTextType.Computer, computer.ObjectId, id));
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{
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computer.GetTranslatedIds().ForEach(id
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=> QSBEventManager.FireEvent(EventNames.QSBTextTranslated, NomaiTextType.Computer, computer.ObjectId, id));
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}
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foreach (var vesselComputer in QSBWorldSync.GetWorldObjects<QSBVesselComputer>().Where(x => x.AttachedObject.GetValue<bool>("_initialized") && x.AttachedObject.GetNumTextBlocks() > 0))
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vesselComputer.GetTranslatedIds().ForEach(id => QSBEventManager.FireEvent(EventNames.QSBTextTranslated, NomaiTextType.VesselComputer, vesselComputer.ObjectId, id));
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{
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vesselComputer.GetTranslatedIds().ForEach(id
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=> QSBEventManager.FireEvent(EventNames.QSBTextTranslated, NomaiTextType.VesselComputer, vesselComputer.ObjectId, id));
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}
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var list = QSBWorldSync.GetWorldObjects<IQSBQuantumObject>().ToList();
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for (var i = 0; i < list.Count; i++)
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{
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QSBEventManager.FireEvent(EventNames.QSBQuantumAuthority, i, list[i].ControllingPlayer);
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}
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QSBWorldSync.GetWorldObjects<QSBCampfire>().ForEach(campfire => QSBEventManager.FireEvent(EventNames.QSBCampfireState, campfire.ObjectId, campfire.GetState()));
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QSBWorldSync.GetWorldObjects<QSBCampfire>().ForEach(campfire
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=> QSBEventManager.FireEvent(EventNames.QSBCampfireState, campfire.ObjectId, campfire.GetState()));
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}
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}
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}
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