Gateway destinations (#21040)
* Gateway generation * Gateway stuff * gatewehs * mercenaries * play area * Range fixes and tweaks * weh * Gateway UI polish * Lots of fixes * Knock some items off * Fix dungeon spawning Realistically we should probably be using a salvage job. * wahwah * wehvs * expression * weh * eee * a * a * WEH * frfr * Gatwey * Fix gateway windows * Fix gateway windows * a * a * Better layer masking * a * a * Noise fixes * a * Fix fractal calculations * a * More fixes * Fixes * Add layers back in * Fixes * namespaces and ftl * Other TODO * Fix distance * Cleanup * Fix test
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@@ -67,7 +67,7 @@ public sealed partial class BiomeSystem
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return;
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}
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if (!_proto.TryIndex<BiomeTemplatePrototype>(args[1], out var template))
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if (!ProtoManager.TryIndex<BiomeTemplatePrototype>(args[1], out var template))
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{
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return;
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}
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@@ -92,7 +92,7 @@ public sealed partial class BiomeSystem
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if (args.Length == 2)
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{
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return CompletionResult.FromHintOptions(
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CompletionHelper.PrototypeIDs<BiomeTemplatePrototype>(proto: _proto), "Biome template");
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CompletionHelper.PrototypeIDs<BiomeTemplatePrototype>(proto: ProtoManager), "Biome template");
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}
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if (args.Length == 3)
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@@ -146,7 +146,7 @@ public sealed partial class BiomeSystem
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return;
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}
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if (!_proto.HasIndex<BiomeMarkerLayerPrototype>(args[1]))
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if (!ProtoManager.HasIndex<BiomeMarkerLayerPrototype>(args[1]))
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{
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return;
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}
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@@ -164,7 +164,7 @@ public sealed partial class BiomeSystem
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if (args.Length == 2)
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{
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return CompletionResult.FromHintOptions(
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CompletionHelper.PrototypeIDs<BiomeMarkerLayerPrototype>(proto: _proto), "Marker");
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CompletionHelper.PrototypeIDs<BiomeMarkerLayerPrototype>(proto: ProtoManager), "Marker");
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}
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return CompletionResult.Empty;
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