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<?xml version="1.0" encoding="utf-8"?> <Defs> <SoundDef> <defName>FMThrust</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>FM/FMThrust</clipFolderPath> </li> </grains> <volumeRange> <min>15</min> <max>15 </max> </volumeRange> <pitchRange> <min>1</min> <max>1</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <sustainLoop>False</sustainLoop> </li> </subSounds> </SoundDef> </Defs>
lucci/rjw
1.3/Defs/SoundDefs/Sounds_FM.xml
XML
unknown
625
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>Yoke</defName> <label>yoke</label> <description>A high-tech yoke. It prevents any pawn it's attached to from using their arms.</description> <thingClass>rjw.yoke</thingClass> <graphicData> <texPath>Things\Pawn\Humanlike\Apparel\Bondage\Armbinder\armbinder</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <MaxHitPoints>250</MaxHitPoints> <Flammability>0.3</Flammability> <DeteriorationRate>1.0</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>850</MarketValue> <Mass>4</Mass> <ArmorRating_Blunt>0.15</ArmorRating_Blunt> <ArmorRating_Sharp>0.25</ArmorRating_Sharp> <Insulation_Cold>-4</Insulation_Cold> </statBases> <apparel> <bodyPartGroups> <li>Arms</li> <li>LeftHand</li> <li>RightHand</li> </bodyPartGroups> <wornGraphicPath>Things\Pawn\Humanlike\Apparel\Bondage\Armbinder\</wornGraphicPath> <layers> <li>Shell</li> </layers> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <equipped_hediff>Yoke</equipped_hediff> <gives_bound_moodlet>true</gives_bound_moodlet> </rjw.bondage_gear_def> --> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Bondage/Items_Bondage.xml
XML
unknown
1,253
<?xml version="1.0" encoding="utf-8" ?> <Defs> <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>Armbinder</defName> <label>armbinder</label> <description>Armbinder prevents any pawn it's attached to from using their arms.</description> <thingClass>rjw.armbinder</thingClass> <graphicData> <texPath>Items/Armbinder/armbinder</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <stuffCategories> <li>Leathery</li> </stuffCategories> <costStuffCount>80</costStuffCount> <statBases> <MaxHitPoints>250</MaxHitPoints> <Flammability>0.5</Flammability> <DeteriorationRate>1.0</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>550</MarketValue> <Mass>4</Mass> <ArmorRating_Blunt>0.15</ArmorRating_Blunt> <ArmorRating_Sharp>0.25</ArmorRating_Sharp> <Insulation_Cold>-4</Insulation_Cold> </statBases> <apparel> <bodyPartGroups> <li>Arms</li> <li>LeftHand</li> <li>RightHand</li> </bodyPartGroups> <wornGraphicPath>Items/Armbinder/Armbinder</wornGraphicPath> <layers> <li>ArmsOuterBondage</li> </layers> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <equipped_hediff>Armbinder</equipped_hediff> <gives_bound_moodlet>true</gives_bound_moodlet> <blocks_hands>true</blocks_hands> <HediffTargetBodyPartDefs> <li>Arm</li> </HediffTargetBodyPartDefs> <BoundBodyPartGroupDefs> <li>LeftHand</li> <li>RightHand</li> </BoundBodyPartGroupDefs> </rjw.bondage_gear_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Bondage/Items_Bondage_Armbinder.xml
XML
unknown
1,516
<?xml version="1.0" encoding="utf-8" ?> <Defs> <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>Blindfold</defName> <label>blindfold</label> <description>A blindfold. A restraint device that blocks the wearer's vision.</description> <thingClass>rjw.armbinder</thingClass> <graphicData> <texPath>Items/Blindfold/Blindfold</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <stuffCategories> <li>Leathery</li> </stuffCategories> <costStuffCount>40</costStuffCount> <statBases> <MaxHitPoints>250</MaxHitPoints> <Flammability>0.5</Flammability> <DeteriorationRate>1.0</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>550</MarketValue> <Mass>4</Mass> </statBases> <apparel> <forceRenderUnderHair>true</forceRenderUnderHair> <bodyPartGroups> <li>Eyes</li> </bodyPartGroups> <wornGraphicPath>Items/Blindfold/Blindfold</wornGraphicPath> <layers> <li>EyeCover</li> </layers> <!-- <commonality>0</commonality> --> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <equipped_hediff>RJW_Blindfold</equipped_hediff> <gives_bound_moodlet>true</gives_bound_moodlet> <blocks_hands>false</blocks_hands> <HediffTargetBodyPartDefs> <li>Eye</li> </HediffTargetBodyPartDefs> <BoundBodyPartGroupDefs> <li>Eyes</li> </BoundBodyPartGroupDefs> </rjw.bondage_gear_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Bondage/Items_Bondage_Blindfold.xml
XML
unknown
1,398
<?xml version="1.0" encoding="utf-8" ?> <Defs> <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>ChastityBelt</defName> <label>chastity belt</label> <description>Chastity belt prevents sex and masturbation.</description> <thingClass>rjw.bondage_gear</thingClass> <graphicData> <texPath>Items/ChastityBelt/chastity_belt</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <stuffCategories> <li>Metallic</li> </stuffCategories> <costStuffCount>60</costStuffCount> <statBases> <MaxHitPoints>300</MaxHitPoints> <Flammability>0.1</Flammability> <DeteriorationRate>0.5</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>550</MarketValue> <Mass>3</Mass> </statBases> <apparel> <!-- Use the legs group so it doesn't conflict with shirts --> <bodyPartGroups> <li>Legs</li> </bodyPartGroups> <wornGraphicPath>Items/ChastityBelt/Chastity_Belt</wornGraphicPath> <!-- Use the shell layer so it doesn't conflict with pants --> <layers> <li>BeltsOnSkinBondage</li> </layers> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <gives_bound_moodlet>true</gives_bound_moodlet> <blocks_penis>true</blocks_penis> <blocks_vagina>true</blocks_vagina> <blocks_anus>true</blocks_anus> <equipped_hediff>ChastityBelt</equipped_hediff> <HediffTargetBodyPartDefs> <li>Genitals</li> <li>Anus</li> </HediffTargetBodyPartDefs> </rjw.bondage_gear_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Bondage/Items_Bondage_ChastityBelt.xml
XML
unknown
1,469
<?xml version="1.0" encoding="utf-8" ?> <Defs> <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>ChastityBeltO</defName> <label>chastity belt(Open)</label> <description>Chastity belt allows anal sex.</description> <thingClass>rjw.bondage_gear</thingClass> <graphicData> <texPath>Items/ChastityBelt/chastity_belt</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <stuffCategories> <li>Metallic</li> </stuffCategories> <costStuffCount>60</costStuffCount> <statBases> <MaxHitPoints>300</MaxHitPoints> <Flammability>0.1</Flammability> <DeteriorationRate>0.5</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>550</MarketValue> <Mass>3</Mass> </statBases> <apparel> <bodyPartGroups> <li>Legs</li> </bodyPartGroups> <wornGraphicPath>Items/ChastityBelt/Chastity_Belt</wornGraphicPath> <layers> <li>BeltsOnSkinBondage</li> </layers> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <gives_bound_moodlet>true</gives_bound_moodlet> <blocks_penis>true</blocks_penis> <blocks_vagina>true</blocks_vagina> <equipped_hediff>ChastityBelt</equipped_hediff> <HediffTargetBodyPartDefs> <li>Genitals</li> <li>Anus</li> </HediffTargetBodyPartDefs> </rjw.bondage_gear_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Bondage/Items_Bondage_ChastityBeltOpen.xml
XML
unknown
1,296
<?xml version="1.0" encoding="utf-8" ?> <Defs> <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>ChastityCage</defName> <label>chastity Cage</label> <description>Chastity cage for penises, prevents erection.</description> <thingClass>rjw.bondage_gear</thingClass> <graphicData> <texPath>Items/ChastityBelt/chastity_belt</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <stuffCategories> <li>Metallic</li> </stuffCategories> <costStuffCount>10</costStuffCount> <statBases> <MaxHitPoints>100</MaxHitPoints> <Flammability>0.1</Flammability> <DeteriorationRate>0.5</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>100</MarketValue> <Mass>1</Mass> </statBases> <apparel> <bodyPartGroups> <li>GenitalsBPG</li> </bodyPartGroups> <wornGraphicPath>Items/ChastityBelt/Chastity_Belt</wornGraphicPath> <layers> <li>BeltsOnSkinBondage</li> </layers> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <gives_bound_moodlet>true</gives_bound_moodlet> <blocks_penis>true</blocks_penis> <equipped_hediff>ChastityCage</equipped_hediff> <HediffTargetBodyPartDefs> <li>Genitals</li> </HediffTargetBodyPartDefs> </rjw.bondage_gear_def> <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>ChastityCageSmall</defName> <label>chastity Cage (small)</label> <description>Small chastity cage for penises, prevents erection, prolonged use may cause reduction of penile muscle size.</description> <thingClass>rjw.bondage_gear</thingClass> <graphicData> <texPath>Items/ChastityBelt/chastity_belt</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <stuffCategories> <li>Metallic</li> </stuffCategories> <costStuffCount>10</costStuffCount> <statBases> <MaxHitPoints>100</MaxHitPoints> <Flammability>0.1</Flammability> <DeteriorationRate>0.5</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>100</MarketValue> <Mass>1</Mass> </statBases> <apparel> <bodyPartGroups> <li>GenitalsBPG</li> </bodyPartGroups> <wornGraphicPath>Items/ChastityBelt/Chastity_Belt</wornGraphicPath> <layers> <li>BeltsOnSkinBondage</li> </layers> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <gives_bound_moodlet>true</gives_bound_moodlet> <blocks_penis>true</blocks_penis> <equipped_hediff>ChastityCage</equipped_hediff> <HediffTargetBodyPartDefs> <li>Genitals</li> </HediffTargetBodyPartDefs> </rjw.bondage_gear_def> <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>ChastityCageMicro</defName> <label>chastity Cage (micro)</label> <description>Micro chastity cage for penises, prevents erection, prolonged use may cause reduction of penile muscle size.</description> <thingClass>rjw.bondage_gear</thingClass> <graphicData> <texPath>Items/ChastityBelt/chastity_belt</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <stuffCategories> <li>Metallic</li> </stuffCategories> <costStuffCount>10</costStuffCount> <statBases> <MaxHitPoints>100</MaxHitPoints> <Flammability>0.1</Flammability> <DeteriorationRate>0.5</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>100</MarketValue> <Mass>1</Mass> </statBases> <apparel> <bodyPartGroups> <li>GenitalsBPG</li> </bodyPartGroups> <wornGraphicPath>Items/ChastityBelt/Chastity_Belt</wornGraphicPath> <layers> <li>BeltsOnSkinBondage</li> </layers> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <gives_bound_moodlet>true</gives_bound_moodlet> <blocks_penis>true</blocks_penis> <equipped_hediff>ChastityCage</equipped_hediff> <HediffTargetBodyPartDefs> <li>Genitals</li> </HediffTargetBodyPartDefs> </rjw.bondage_gear_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Bondage/Items_Bondage_ChastityCage.xml
XML
unknown
3,814
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>Earmuff</defName> <label>earmuff</label> <description>An earmuff. A restraint device that blocks the wearer's perception of sound.</description> <thingClass>rjw.armbinder</thingClass> <graphicData> <texPath>Items/Blindfold/Blindfold</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <stuffCategories> <li>Leathery</li> </stuffCategories> <costStuffCount>40</costStuffCount> <statBases> <MaxHitPoints>250</MaxHitPoints> <Flammability>0.5</Flammability> <DeteriorationRate>1.0</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>550</MarketValue> <Mass>4</Mass> </statBases> <apparel> <hatRenderedFrontOfFace>true</hatRenderedFrontOfFace> <bodyPartGroups> <li>Ear</li> </bodyPartGroups> <wornGraphicPath>Items/Blindfold/Blindfold</wornGraphicPath> <layers> <li>Overhead</li> </layers> <commonality>0</commonality> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <equipped_hediff>Blindfold</equipped_hediff> <gives_bound_moodlet>true</gives_bound_moodlet> <blocks_hands>false</blocks_hands> <HediffTargetBodyPartDefs> <li>Ear</li> </HediffTargetBodyPartDefs> <BoundBodyPartGroupDefs> <li>Ear</li> </BoundBodyPartGroupDefs> </rjw.bondage_gear_def> --> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Bondage/Items_Bondage_Earmuff.xml
XML
unknown
1,407
<?xml version="1.0" encoding="utf-8" ?> <Defs> <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>GagBall</defName> <label>ball gag</label> <description>Ball gag prevents talking.</description> <thingClass>rjw.bondage_gear</thingClass> <graphicData> <texPath>Items/GagBall/gag_ball</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <MaxHitPoints>150</MaxHitPoints> <Flammability>0.5</Flammability> <DeteriorationRate>1.0</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>450</MarketValue> <Mass>1</Mass> </statBases> <apparel> <bodyPartGroups> <li>Teeth</li> <!-- <li>FullHead</li> --> <!-- <li>Mouth</li> Causes bugs with ApparelUtility.HasPartsToWear --> </bodyPartGroups> <wornGraphicPath>Items/GagBall/GagBall</wornGraphicPath> <layers> <li>Overhead</li> <!-- <li>OnSkin</li> --> </layers> <hatRenderedFrontOfFace>true</hatRenderedFrontOfFace> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <equipped_hediff>ClosedGag</equipped_hediff> <gives_gagged_moodlet>true</gives_gagged_moodlet> <blocks_oral>true</blocks_oral> <HediffTargetBodyPartDefs> <li>Jaw</li> <li>AnimalJaw</li> <li>Beak</li> <li>InsectMouth</li> <li>SnakeMouth</li> </HediffTargetBodyPartDefs> <BoundBodyPartGroupDefs> <li>HeadAttackTool</li> <li>Teeth</li> <li>Beak</li> <li>Mouth</li> </BoundBodyPartGroupDefs> </rjw.bondage_gear_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Bondage/Items_Bondage_GagBall.xml
XML
unknown
1,495
<?xml version="1.0" encoding="utf-8" ?> <Defs> <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>GagRing</defName> <label>ring gag</label> <description>Ring gag prevents talking, allows oral interaction.</description> <thingClass>rjw.bondage_gear</thingClass> <graphicData> <texPath>Items/GagRing/gag_ring</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <MaxHitPoints>150</MaxHitPoints> <Flammability>0.2</Flammability> <DeteriorationRate>1.0</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>550</MarketValue> <Mass>1</Mass> </statBases> <apparel> <bodyPartGroups> <li>Teeth</li> <!-- <li>FullHead</li> --> <!-- <li>Mouth</li> Causes bugs with ApparelUtility.HasPartsToWear --> </bodyPartGroups> <wornGraphicPath>Items/GagRing/GagRing</wornGraphicPath> <layers> <li>Overhead</li> <!-- <li>OnSkin</li> --> </layers> <hatRenderedFrontOfFace>true</hatRenderedFrontOfFace> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <equipped_hediff>OpenGag</equipped_hediff> <gives_gagged_moodlet>true</gives_gagged_moodlet> <HediffTargetBodyPartDefs> <li>Jaw</li> <li>AnimalJaw</li> <li>Beak</li> <li>InsectMouth</li> <li>SnakeMouth</li> </HediffTargetBodyPartDefs> <BoundBodyPartGroupDefs> <li>HeadAttackTool</li> <li>Teeth</li> <li>Beak</li> <li>Mouth</li> </BoundBodyPartGroupDefs> </rjw.bondage_gear_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Bondage/Items_Bondage_GagRing.xml
XML
unknown
1,484
<?xml version="1.0" encoding="utf-8" ?> <Defs> <rjw.bondage_gear_def ParentName="BondageGearBase"> <defName>Legbinder</defName> <label>legbinder</label> <description>legbinder that prevents any pawn it's attached to from using their legs.</description> <thingClass>rjw.armbinder</thingClass> <graphicData> <texPath>Items/Legbinder/Legbinder</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <stuffCategories> <li>Leathery</li> </stuffCategories> <costStuffCount>80</costStuffCount> <statBases> <MaxHitPoints>250</MaxHitPoints> <Flammability>0.5</Flammability> <DeteriorationRate>1.0</DeteriorationRate> <Beauty>-6</Beauty> <MarketValue>550</MarketValue> <Mass>4</Mass> <ArmorRating_Blunt>0.15</ArmorRating_Blunt> <ArmorRating_Sharp>0.25</ArmorRating_Sharp> <Insulation_Cold>-4</Insulation_Cold> </statBases> <apparel> <bodyPartGroups> <li>Waist</li> </bodyPartGroups> <wornGraphicPath>Items/Legbinder/Legbinder</wornGraphicPath> <layers> <li>LegsOuterBondage</li> </layers> <!-- <commonality>0</commonality> --> </apparel> <soul_type>rjw.bondage_gear_soul</soul_type> <equipped_hediff>Legbinder</equipped_hediff> <gives_bound_moodlet>true</gives_bound_moodlet> <blocks_hands>false</blocks_hands> <HediffTargetBodyPartDefs> <li>Leg</li> </HediffTargetBodyPartDefs> <BoundBodyPartGroupDefs> <li>Legs</li> </BoundBodyPartGroupDefs> </rjw.bondage_gear_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Bondage/Items_Bondage_Legbinder.xml
XML
unknown
1,492
<?xml version="1.0" encoding="utf-8" ?> <Defs> <ThingDef ParentName="FuckMachineBase" Class="rjwex.Building_FuckMachine_Def"> <defName>FuckMachineAutoChair</defName> <label>Autochair fuck machine</label> <description>Model popular on glitterworlds. Variable shape fits any user, wide range of instruments provides unique sensations. This equipped with platesteel restraints armchair doesn't have any external controls and instead guided by wireless neurointerface, it decides by itself what feelings user will experience this time.</description> <thingClass>rjwex.Building_FuckMachine</thingClass> <graphicData> <texPath>Buildings/FuckMachines/AutoChair/FMAutoChair</texPath> <graphicClass>Graphic_Multi</graphicClass> <drawSize>(1,1)</drawSize> </graphicData> <size>(1,1)</size> <uiIconPath>Buildings/FuckMachines/AutoChair/FMAutoChair_south</uiIconPath> <uiIconScale>0.90</uiIconScale> <defaultPlacingRot>South</defaultPlacingRot> <statBases> <MaxHitPoints>200</MaxHitPoints> <Flammability>1.0</Flammability> <WorkToBuild>1500</WorkToBuild> <Mass>20</Mass> <Beauty>10</Beauty> </statBases> <stuffCategories> <li>Fabric</li> <li>Leathery</li> </stuffCategories> <costStuffCount>20</costStuffCount> <costList> <Plasteel>10</Plasteel> <Gold>10</Gold> <ComponentIndustrial>6</ComponentIndustrial> <ComponentSpacer>1</ComponentSpacer> </costList> <comps> <li Class="CompProperties_Forbiddable"/> <li Class="CompProperties_Power"> <compClass>CompPowerTrader</compClass> <basePowerConsumption>200</basePowerConsumption> </li> <li Class="CompProperties_Flickable"/> <li Class="CompProperties_Breakdownable"/> <li Class="rjwex.CompProperties_PublicPrivateComp" /> </comps> <techLevel>Industrial</techLevel> <constructionSkillPrerequisite>12</constructionSkillPrerequisite> <researchPrerequisites> <li>ComplexFurniture</li> <li>Electricity</li> <li>MicroelectronicsBasics</li> </researchPrerequisites> <forced>true</forced> <automatic>True</automatic> <vertical>True</vertical> <powered>True</powered> <quality>1.5</quality> <height>0.20</height> <mode>Normal</mode> </ThingDef> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/FuckMachines/Buildings_FuckMachine_AutoChair.xml
XML
unknown
2,218
<?xml version="1.0" encoding="utf-8" ?> <Defs> <ThingDef ParentName="FuckMachineBase" Class="rjwex.Building_FuckMachine_Def"> <defName>FuckMachineSaddle</defName> <label>Saddle fuck machine</label> <description>Convinient model which will provide many fascinating rides.</description> <thingClass>rjwex.Building_FuckMachine</thingClass> <graphicData> <texPath>Buildings/FuckMachines/Saddle/FMSaddle</texPath> <graphicClass>Graphic_Multi</graphicClass> <drawSize>(1,1)</drawSize> </graphicData> <size>(1,1)</size> <uiIconPath>Buildings/FuckMachines/Saddle/FMSaddle_east</uiIconPath> <uiIconScale>0.90</uiIconScale> <defaultPlacingRot>East</defaultPlacingRot> <statBases> <MaxHitPoints>200</MaxHitPoints> <Flammability>1.0</Flammability> <WorkToBuild>1500</WorkToBuild> <Mass>20</Mass> <Beauty>10</Beauty> </statBases> <stuffCategories> <li>Fabric</li> <li>Leathery</li> </stuffCategories> <costStuffCount>20</costStuffCount> <costList> <Steel>10</Steel> <ComponentIndustrial>1</ComponentIndustrial> </costList> <comps> <li Class="CompProperties_Forbiddable"/> <li Class="CompProperties_Power"> <compClass>CompPowerTrader</compClass> <basePowerConsumption>50</basePowerConsumption> </li> <li Class="CompProperties_Flickable"/> <li Class="CompProperties_Breakdownable"/> <li Class="rjwex.CompProperties_PublicPrivateComp" /> </comps> <techLevel>Industrial</techLevel> <constructionSkillPrerequisite>8</constructionSkillPrerequisite> <researchPrerequisites> <li>ComplexFurniture</li> <li>Electricity</li> </researchPrerequisites> <forced>False</forced> <automatic>False</automatic> <vertical>True</vertical> <powered>True</powered> <quality>1</quality> <height>0.20</height> <mode>Normal</mode> </ThingDef> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/FuckMachines/Buildings_FuckMachine_Saddle.xml
XML
unknown
1,841
<?xml version="1.0" encoding="utf-8" ?> <Defs> <ThingDef ParentName="FuckMachineBase" Class="rjwex.Building_FuckMachine_Def"> <defName>FuckMachineWooden</defName> <label>Fuck machine</label> <description>Not quite a "machine", but definitely some "fuck" with the right mood. At least some entertainment when there is no electricity, but hip work can be tiring. Remember to polish dildo before using, unless you want a torture device.</description> <thingClass>rjwex.Building_FuckMachine</thingClass> <graphicData> <texPath>Buildings/FuckMachines/Wooden/FMWooden</texPath> <graphicClass>Graphic_Multi</graphicClass> <drawSize>(1,1)</drawSize> </graphicData> <size>(1,1)</size> <uiIconPath>Buildings/FuckMachines/Wooden/FMWooden_east</uiIconPath> <uiIconScale>0.90</uiIconScale> <defaultPlacingRot>South</defaultPlacingRot> <statBases> <MaxHitPoints>200</MaxHitPoints> <Flammability>1.0</Flammability> <WorkToBuild>500</WorkToBuild> <Mass>20</Mass> <Beauty>10</Beauty> </statBases> <stuffCategories> <li>Stony</li> <li>Woody</li> </stuffCategories> <costStuffCount>10</costStuffCount> <comps> <li Class="rjwex.CompProperties_PublicPrivateComp" /> <li Class="CompProperties_Forbiddable"/> </comps> <techLevel>Medieval</techLevel> <constructionSkillPrerequisite>6</constructionSkillPrerequisite> <researchPrerequisites> <li>ComplexFurniture</li> </researchPrerequisites> <forced>False</forced> <automatic>False</automatic> <vertical>True</vertical> <powered>False</powered> <quality>0.5</quality> <height>0.22</height> <mode>Normal</mode> </ThingDef> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/FuckMachines/Buildings_FuckMachine_Wooden.xml
XML
unknown
1,653
<?xml version="1.0" encoding="utf-8" ?> <Defs> <ThingCategoryDef> <defName>BuildingsFuckMachines</defName> <label>fuck machines</label> <parent>Buildings</parent> </ThingCategoryDef> <ThingDef Name="FuckMachineBase" ParentName="BuildingBase" Abstract="True"> <scatterableOnMapGen>false</scatterableOnMapGen> <minifiedDef>MinifiedThing</minifiedDef> <thingCategories> <li>BuildingsFuckMachines</li> </thingCategories> <rotatable>true</rotatable> <altitudeLayer>Building</altitudeLayer> <designationCategory>Misc</designationCategory> <statBases> <MaxHitPoints>200</MaxHitPoints> <Flammability>1.0</Flammability> <WorkToBuild>500</WorkToBuild> <Mass>20</Mass> <Beauty>10</Beauty> </statBases> <fillPercent>0.2</fillPercent> <pathCost>30</pathCost> <techLevel>Industrial</techLevel> <constructionSkillPrerequisite>8</constructionSkillPrerequisite> <researchPrerequisites> <li>ComplexFurniture</li> </researchPrerequisites> <passability>PassThroughOnly</passability> <socialPropernessMatters>False</socialPropernessMatters> </ThingDef> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/FuckMachines/Buildings_FuckMachines_base.xml
XML
unknown
1,106
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!--Variable-size lockable--> <rjwex.anal_plug_def ParentName="AnalPlugBase"> <defName>AnalPlugExpandable</defName> <label>Expandable anal plug</label> <soul_type>rjwex.anal_plug_soul</soul_type> <description>Expandable anal plug. Hololock equipped.</description> <techLevel>Industrial</techLevel> <graphicData> <texPath>Items/Plugs/AnalPlugExpandable</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <Mass>0.8</Mass> </statBases> <plug_size>0</plug_size> <comps> <li Class="rjw.CompProperties_HoloCryptoStamped" /> </comps> <stuffCategories> <li>Leathery</li> </stuffCategories> <recipeMaker> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Machining</soundWorking> <unfinishedThingDef>UnfinishedArmor</unfinishedThingDef> <recipeUsers> <li>TableMachining</li> </recipeUsers> </recipeMaker> <costStuffCount>5</costStuffCount> <costList> <ComponentIndustrial>1</ComponentIndustrial> <Hololock>1</Hololock> </costList> <blocks_anus>true</blocks_anus> </rjwex.anal_plug_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Plugs/Items_Plugs_Inflatable.xml
XML
unknown
1,254
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!--Base--> <rjwex.anal_plug_def Name="MetalAnalPlugBase" ParentName="AnalPlugBase" Abstract="True"> <techLevel>Medieval</techLevel> <stuffCategories> <li>Metallic</li> </stuffCategories> <costStuffCount>2</costStuffCount> <recipeMaker> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Machining</soundWorking> <unfinishedThingDef>UnfinishedArmor</unfinishedThingDef> <recipeUsers> <li>TableMachining</li> <li>FueledSmithy</li> <li>ElectricSmithy</li> </recipeUsers> </recipeMaker> <researchPrerequisites> <li>Smithing</li> </researchPrerequisites> </rjwex.anal_plug_def> <!--S-size--> <rjwex.anal_plug_def ParentName="MetalAnalPlugBase"> <defName>MAnalPlugSmall</defName> <label>Small anal plug</label> <soul_type>rjwex.anal_plug_soul</soul_type> <description>Plain polished shiny anal plug. S-size</description> <graphicData> <texPath>Items/Plugs/AnalPlugSmall</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <Mass>0.3</Mass> </statBases> <costStuffCount>1</costStuffCount> <plug_size>1</plug_size> </rjwex.anal_plug_def> <!--M-size--> <rjwex.anal_plug_def ParentName="MetalAnalPlugBase"> <defName>MAnalPlugMedium</defName> <label>Medium anal plug</label> <soul_type>rjwex.anal_plug_soul</soul_type> <description>Plain polished shiny anal plug. M-size</description> <graphicData> <texPath>Items/Plugs/AnalPlugAverage</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <Mass>0.5</Mass> </statBases> <costStuffCount>2</costStuffCount> <plug_size>2</plug_size> </rjwex.anal_plug_def> <!--L-size--> <rjwex.anal_plug_def ParentName="MetalAnalPlugBase"> <defName>MAnalPlugLarge</defName> <label>Large anal plug</label> <soul_type>rjwex.anal_plug_soul</soul_type> <description>Plain polished shiny anal plug. L-size</description> <graphicData> <texPath>Items/Plugs/AnalPlugLarge</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <Mass>0.8</Mass> </statBases> <costStuffCount>3</costStuffCount> <plug_size>3</plug_size> </rjwex.anal_plug_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Plugs/Items_Plugs_Metal.xml
XML
unknown
2,348
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!--Base--> <rjwex.anal_plug_def Name="StonyAnalPlugBase" ParentName="AnalPlugBase" Abstract="True"> <techLevel>Neolithic</techLevel> <stuffCategories> <li>Stony</li> </stuffCategories> <costStuffCount>2</costStuffCount> <recipeMaker> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Machining</soundWorking> <unfinishedThingDef>UnfinishedArmor</unfinishedThingDef> <recipeUsers> <li>TableStonecutter</li> </recipeUsers> </recipeMaker> <researchPrerequisites> <li>Stonecutting</li> </researchPrerequisites> </rjwex.anal_plug_def> <!--S-size--> <rjwex.anal_plug_def ParentName="StonyAnalPlugBase"> <defName>SAnalPlugSmall</defName> <label>Small anal plug</label> <soul_type>rjwex.anal_plug_soul</soul_type> <description>Heavy polished anal plug. S-size</description> <graphicData> <texPath>Items/Plugs/AnalPlugSmall</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <Mass>0.6</Mass> </statBases> <costStuffCount>1</costStuffCount> <plug_size>1</plug_size> </rjwex.anal_plug_def> <!--M-size--> <rjwex.anal_plug_def ParentName="StonyAnalPlugBase"> <defName>SAnalPlugMedium</defName> <label>Medium anal plug</label> <soul_type>rjwex.anal_plug_soul</soul_type> <description>Heavy polished anal plug. M-size</description> <graphicData> <texPath>Items/Plugs/AnalPlugAverage</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <Mass>1.0</Mass> </statBases> <costStuffCount>2</costStuffCount> <plug_size>2</plug_size> </rjwex.anal_plug_def> <!--L-size--> <rjwex.anal_plug_def ParentName="StonyAnalPlugBase"> <defName>SAnalPlugLarge</defName> <label>Large anal plug</label> <soul_type>rjwex.anal_plug_soul</soul_type> <description>Heavy polished anal plug. L-size</description> <graphicData> <texPath>Items/Plugs/AnalPlugLarge</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <Mass>1.6</Mass> </statBases> <costStuffCount>3</costStuffCount> <plug_size>3</plug_size> </rjwex.anal_plug_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Plugs/Items_Plugs_Stony.xml
XML
unknown
2,280
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!--Base--> <rjwex.anal_plug_def Name="WoodyAnalPlugBase" ParentName="AnalPlugBase" Abstract="True"> <techLevel>Neolithic</techLevel> <stuffCategories> <li>Woody</li> </stuffCategories> <costStuffCount>2</costStuffCount> <recipeMaker> <workSpeedStat>GeneralLaborSpeed</workSpeedStat> <workSkill>Crafting</workSkill> <effectWorking>Smith</effectWorking> <soundWorking>Recipe_Machining</soundWorking> <unfinishedThingDef>UnfinishedArmor</unfinishedThingDef> <recipeUsers> <li>CraftingSpot</li> </recipeUsers> </recipeMaker> </rjwex.anal_plug_def> <!--S-size--> <rjwex.anal_plug_def ParentName="WoodyAnalPlugBase"> <defName>WAnalPlugSmall</defName> <label>Small anal plug</label> <soul_type>rjwex.anal_plug_soul</soul_type> <description>Primitive polished anal plug, probably not very healthy for a long term wearing. S-size</description> <graphicData> <texPath>Items/Plugs/AnalPlugSmall</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <Mass>0.1</Mass> </statBases> <costStuffCount>1</costStuffCount> <plug_size>1</plug_size> </rjwex.anal_plug_def> <!--M-size--> <rjwex.anal_plug_def ParentName="WoodyAnalPlugBase"> <defName>WAnalPlugMedium</defName> <label>Medium anal plug</label> <soul_type>rjwex.anal_plug_soul</soul_type> <description>Primitive polished anal plug, probably not very healthy for a long term wearing. M-size</description> <graphicData> <texPath>Items/Plugs/AnalPlugAverage</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <Mass>0.2</Mass> </statBases> <costStuffCount>2</costStuffCount> <plug_size>2</plug_size> </rjwex.anal_plug_def> <!--L-size--> <rjwex.anal_plug_def ParentName="WoodyAnalPlugBase"> <defName>WAnalPlugLarge</defName> <label>Large anal plug</label> <soul_type>rjwex.anal_plug_soul</soul_type> <description>Primitive polished anal plug, probably not very healthy for a long term wearing. L-size</description> <graphicData> <texPath>Items/Plugs/AnalPlugLarge</texPath> <graphicClass>Graphic_Single</graphicClass> </graphicData> <statBases> <Mass>0.4</Mass> </statBases> <costStuffCount>3</costStuffCount> <plug_size>3</plug_size> </rjwex.anal_plug_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Plugs/Items_Plugs_Woody.xml
XML
unknown
2,363
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!--Base--> <rjwex.anal_plug_def Name="AnalPlugBase" Abstract="True"> <thingClass>rjwex.anal_plug</thingClass> <category>Item</category> <thingCategories> <li>Bondage</li> </thingCategories> <selectable>True</selectable> <pathCost>10</pathCost> <useHitPoints>True</useHitPoints> <graphicData> <onGroundRandomRotateAngle>35</onGroundRandomRotateAngle> </graphicData> <drawGUIOverlay>true</drawGUIOverlay> <statBases> <MaxHitPoints>100</MaxHitPoints> <DeteriorationRate>0</DeteriorationRate> <Beauty>-4</Beauty> <SellPriceFactor>0.80</SellPriceFactor> <Flammability>0.1</Flammability> <WorkToMake>1500</WorkToMake> <Mass>0.5</Mass> </statBases> <altitudeLayer>Item</altitudeLayer> <alwaysHaulable>True</alwaysHaulable> <tickerType>Never</tickerType> <tradeTags> <li>Exotic</li> </tradeTags> <comps> <li Class="CompProperties_Usable"> <compClass>rjw.CompBondageGear</compClass> <useJob>GiveBondageGear</useJob> <useLabel>Equip</useLabel> </li> <li Class="CompProperties_UseEffect"> <compClass>rjw.CompGetBondageGear</compClass> </li> <li Class="CompProperties_Forbiddable" /> <li> <compClass>CompColorable</compClass> </li> <li> <compClass>CompQuality</compClass> </li> </comps> <apparel> <bodyPartGroups> <li>AnusBPG</li> </bodyPartGroups> <layers> <li>AnalInsertableBondage</li> </layers> <canBeDesiredForIdeo>true</canBeDesiredForIdeo> <countsAsClothingForNudity>false</countsAsClothingForNudity> </apparel> </rjwex.anal_plug_def> </Defs>
lucci/rjw
1.3/Defs/ThingDefs/Plugs/Items_Plugs_base.xml
XML
unknown
1,642
<?xml version="1.0" encoding="utf-8" ?> <Defs> <ThinkTreeDef> <defName>FMTree</defName> <insertTag>Humanlike_PostMentalState</insertTag> <insertPriority>12</insertPriority> <thinkRoot Class="ThinkNode_Priority"> <subNodes> <li Class="rjw.ThinkNode_ConditionalSexChecks"> <subNodes> <li Class="rjwex.ThinkNode_ConditionalCanUseFM"> <subNodes> <li Class="rjwex.ThinkNode_ChancePerHour_UsingFM"> <subNodes> <li Class="rjwex.JobGiver_UseFM"/> </subNodes> </li> </subNodes> </li> </subNodes> </li> </subNodes> </thinkRoot> </ThinkTreeDef> </Defs>
lucci/rjw
1.3/Defs/ThinkTreeDefs/ThinkTrees_FMachines.xml
XML
unknown
648
<?xml version="1.0" encoding="utf-8" ?> <Defs> <ThoughtDef> <defName>Pluged</defName> <workerClass>rjwex.ThoughtWorker_Plugged</workerClass> <validWhileDespawned>true</validWhileDespawned> <nullifyingTraits> <li>Masochist</li> <li>Nymphomaniac</li> </nullifyingTraits> <stages> <li> <label>Plugged loosely</label> <description>Sometimes I just forget about this thing in my butt.</description> <baseMoodEffect>0</baseMoodEffect> </li> <li> <label>Plugged</label> <description>This plug fits so well, I can wear it all day long.</description> <baseMoodEffect>3</baseMoodEffect> </li> <li> <label>Plugged tightly</label> <description>This plug keeps my butthole in constant tension. Exciting, but rather uncomfortable.</description> <baseMoodEffect>2</baseMoodEffect> </li> <li> <label>Plugged very tight</label> <description>This thing is very disturbing, I want to take it out.</description> <baseMoodEffect>-2</baseMoodEffect> </li> <li> <label>Plugged cracking tight</label> <description>My butt is at the limit, I barely can walk.</description> <baseMoodEffect>-5</baseMoodEffect> </li> </stages> </ThoughtDef> <ThoughtDef> <defName>MasochistPluged</defName> <workerClass>rjwex.ThoughtWorker_Plugged</workerClass> <validWhileDespawned>true</validWhileDespawned> <requiredTraits> <li>Masochist</li> <li>Nymphomaniac</li> </requiredTraits> <stages> <li> <label>Plugged loosely</label> <description>Sometimes I just forget about this thing in my butt.</description> <baseMoodEffect>0</baseMoodEffect> </li> <li> <label>Plugged</label> <description>This plug fits so well, I can wear it all day long.</description> <baseMoodEffect>3</baseMoodEffect> </li> <li> <label>Plugged tightly</label> <description>This plug keeps my butthole in constant tension. It's so exciting.</description> <baseMoodEffect>5</baseMoodEffect> </li> <li> <label>Plugged very tight</label> <description>This plug in my butt constantly reminds of itself. Trying to sit with it is so arousing.</description> <baseMoodEffect>8</baseMoodEffect> </li> <li> <label>Plugged cracking tight</label> <description>My butt is stretched to the limit, and I can't think of anything else.</description> <baseMoodEffect>10</baseMoodEffect> </li> </stages> </ThoughtDef> </Defs>
lucci/rjw
1.3/Defs/ThoughtDefs/Thoughts_Plugged.xml
XML
unknown
2,465
<?xml version="1.0" encoding="utf-8" ?> <Defs> <WorkGiverDef> <defName>WG_UseFM</defName> <label>Riding' fuck machine</label> <giverClass>rjwex.WorkGiver_UseFM</giverClass> <workType>BasicWorker</workType> <verb>use</verb> <gerund>using</gerund> <scanThings>false</scanThings> <scanCells>false</scanCells> <priorityInType>10</priorityInType> <!--requiredCapacities> <li>Manipulation</li> </requiredCapacities--> </WorkGiverDef> </Defs>
lucci/rjw
1.3/Defs/WorkGiverDefs/WorkGivers_FuckMachines.xml
XML
unknown
466
<?xml version="1.0" encoding="utf-8"?> <Patch> <Operation Class="PatchOperationFindMod"> <mods> <li>[NL] Facial Animation - WIP</li> </mods> <match Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationAdd"> <xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Lovin" or defName="Lovin2"]/targetJobs</xpath> <success>Always</success> <value> <li>UseFM</li> </value> </li> </operations> </match> </Operation> </Patch>
lucci/rjw
1.3/Patches/FacialAnimation_RJW-EXcompatibility.xml
XML
unknown
516
<?xml version="1.0" encoding="utf-8" ?> <Patch> <!--Experimantal Sexuality Tab--> <!-- <Operation Class="PatchOperationAdd"> <xpath>Defs/ThingDef[@Name="BasePawn"]/inspectorTabs</xpath> <value> <li>rjwex.ITab_Pawn_Sexuality</li> </value> </Operation> --> </Patch>
lucci/rjw
1.3/Patches/Things_Patches.xml
XML
unknown
277
root=true [*.{cs,xml}] indent_style = tab
lucci/rjw
1.3/Source/.editorconfig
none
unknown
43
using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; // General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("RimJobWorldExtension")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("RimJobWorldExtension")] [assembly: AssemblyCopyright("Copyright © 2019")] [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] // Setting ComVisible to false makes the types in this assembly not visible // to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] // The following GUID is for the ID of the typelib if this project is exposed to COM [assembly: Guid("a35ee8e8-b802-45ba-8526-16ea37856a86")] // Version information for an assembly consists of the following four values: // // Major Version // Minor Version // Build Number // Revision // // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] [assembly: AssemblyFileVersion("1.0.0.0")]
lucci/rjw
1.3/Source/0trash/Properties/AssemblyInfo.cs
C#
unknown
1,411
<?xml version="1.0" encoding="utf-8"?> <packages> <package id="Lib.Harmony" version="2.0.0.10" targetFramework="net472" /> <package id="RimWorld.MultiplayerAPI" version="0.2.0" targetFramework="net472" /> <package id="UnlimitedHugs.Rimworld.HugsLib" version="7.1.4" targetFramework="net472" /> </packages>
lucci/rjw
1.3/Source/0trash/packages.config
INI
unknown
314
using RimWorld; using RimWorld.Planet; using System; using System.Collections.Generic; using System.Linq; using System.Text; using Verse; using Verse.AI; namespace rjwex { public class Building_FuckMachine_Def : ThingDef { public bool forced = false; public bool automatic = false; public bool vertical = true; public float quality = 1; public bool powered = false; public float height = 0.12f; public float amplitude = 0.08f; public JobDriver_UseFM.Modes mode; } public class Building_FuckMachine : Building { public bool Private = false; public string lastRideInfo = ""; public string currentRideInfo = ""; public List<Pawn> owners { get { if (this.Private) { Room room = this.GetRoom(RegionType.Set_Passable); if (room != null) { return room.Owners.ToList<Pawn>(); } } return new List<Pawn>(); } } public bool IsOwner(Pawn pawn) { return this.owners.Contains(pawn); } public bool CanUse(Pawn pawn) { CompPowerTrader compPower = this.TryGetComp<CompPowerTrader>(); if (compPower != null && !compPower.PowerOn) { return false; } return (this.owners.Contains(pawn) || (this.owners.Count == 0 && !this.Private)); } public override void ExposeData() { base.ExposeData(); Scribe_Values.Look<bool>(ref this.Private, "Private", false, false); Scribe_Values.Look<string>(ref this.lastRideInfo, "lastRideInfo", "", false); Scribe_Values.Look<string>(ref this.currentRideInfo, "currentRideInfo", "", false); } public override void SpawnSetup(Map map, bool respawningAfterLoad) { base.SpawnSetup(map, respawningAfterLoad); FMHelper.Register(this); } public override string GetInspectString() { //TODO status display, mode, progress, etc StringBuilder stringBuilder = new StringBuilder(); stringBuilder.Append(base.GetInspectString()); if (stringBuilder.Length > 0) stringBuilder.AppendLine(); stringBuilder.Append("Access: " + (this.Private ? "Private" : "Public")); stringBuilder.AppendLine(); if (this.Private && this.owners.Count == 0) { stringBuilder.AppendLine("Owner".Translate() + ": " + "Nobody".Translate()); } else if (this.Private && this.owners.Count == 1) { stringBuilder.AppendLine("Owner".Translate() + ": " + this.owners[0].Label); } else if (this.Private) { stringBuilder.Append("Owners".Translate() + ": "); bool flag = false; for (int i = 0; i < this.owners.Count; i++) { if (flag) { stringBuilder.Append(", "); } flag = true; stringBuilder.Append(this.owners[i].LabelShort); } stringBuilder.AppendLine(); } if (!lastRideInfo.NullOrEmpty()) { stringBuilder.Append(lastRideInfo); stringBuilder.AppendLine(); } else if (!currentRideInfo.NullOrEmpty()) { stringBuilder.Append(currentRideInfo); stringBuilder.AppendLine(); } return stringBuilder.ToString().TrimEndNewlines(); } public JobDef GetJobDef() { return DefDatabase<JobDef>.GetNamed("UseFM", true); } // TODO RMB menu? public override IEnumerable<FloatMenuOption> GetFloatMenuOptions(Pawn selPawn) { if (selPawn.Faction == Faction.OfPlayer) { foreach (FloatMenuOption floatMenuOption in base.GetFloatMenuOptions(selPawn)) { FloatMenuOption fmo = floatMenuOption; yield return fmo; fmo = null; } if (!selPawn.CanReserve(this, 1, -1, null, false)) yield return new FloatMenuOption("Reserved", null, MenuOptionPriority.Default, null, null, 0.0f, null, null); else if (!selPawn.CanReach(this, PathEndMode.InteractionCell, Danger.Deadly, false, false, TraverseMode.ByPawn)) { yield return new FloatMenuOption("No path", null, MenuOptionPriority.Default, null, null, 0.0f, null, null); } else if (!this.CanUse(selPawn)) { yield return new FloatMenuOption("Can't use this", null, MenuOptionPriority.Default, null, null, 0.0f, null, null); } else { Action UseThisFM = (() => { selPawn.drafter.Drafted = false; Job job = new Job(this.GetJobDef(), this); if (job == null) return; selPawn.jobs.TryTakeOrderedJob(job, JobTag.SatisfyingNeeds); }); yield return new FloatMenuOption("Use this machine", UseThisFM); } } } } } //template for vanilla ownership system /* :IAssignableBuilding public List<Pawn> owners = new List<Pawn>(); public bool Unowned { get { return owners.Count <= 0; } } public IEnumerable<Pawn> AssigningCandidates { get { if (!Spawned) { return Enumerable.Empty<Pawn>(); } return Map.mapPawns.FreeColonists; } } public IEnumerable<Pawn> AssignedPawns { get { return owners; } } public int MaxAssignedPawnsCount { get { return 5; } } private int OwnerInspectCount { get { if (owners.Count > 3) { return 3; } return owners.Count; } } private bool PlayerCanSeeOwners { get { if (Faction == Faction.OfPlayer) { return true; } for (int i = 0; i < this.owners.Count; i++) { if (owners[i].Faction == Faction.OfPlayer || owners[i].HostFaction == Faction.OfPlayer) { return true; } } return false; } } public void TryAssignPawn(Pawn pawn) { if (!owners.Contains(pawn)) { owners.Add(pawn); } } public void TryUnassignPawn(Pawn pawn) { if (owners.Contains(pawn)) { owners.Remove(pawn); } } public override void DeSpawn() { RemoveAllOwners(); base.DeSpawn(); } public override void ExposeData() { base.ExposeData(); if (Scribe.mode == LoadSaveMode.Saving) { owners.RemoveAll((Pawn x) => x.Destroyed); } Scribe_Collections.Look(ref owners, "owners", LookMode.Reference); if (Scribe.mode == LoadSaveMode.PostLoadInit) { SortOwners(); } } public override IEnumerable<Gizmo> GetGizmos() { foreach (Gizmo g in base.GetGizmos()) { yield return g; } yield return new Command_Action { defaultLabel = "CommandBedSetOwnerLabel".Translate(), icon = ContentFinder<Texture2D>.Get("UI/Commands/AssignOwner", true), defaultDesc = Static.CommandDesc_SetArcadeOwner, action = delegate { Find.WindowStack.Add(new Dialog_AssignBuildingOwner(this)); }, hotKey = KeyBindingDefOf.Misc3 }; } public override string GetInspectString() { StringBuilder stringBuilder = new StringBuilder(); stringBuilder.Append(base.GetInspectString()); stringBuilder.AppendLine(); if (PlayerCanSeeOwners) { stringBuilder.AppendLine("ForColonistUse".Translate()); if (owners.Count == 0) { stringBuilder.AppendLine("Owner".Translate() + ": " + "Nobody".Translate().ToLower()); } else if (owners.Count == 1) { stringBuilder.AppendLine("Owner".Translate() + ": " + owners[0].Label); } else { stringBuilder.Append("Owners".Translate() + ": "); bool conjugate = false; for (int i = 0; i < OwnerInspectCount; i++) { if (conjugate) { stringBuilder.Append(", "); } conjugate = true; stringBuilder.Append(owners[i].LabelShort); } if (owners.Count > 3) { stringBuilder.Append($" (+ {owners.Count - 3})"); } stringBuilder.AppendLine(); } } return stringBuilder.ToString().TrimEndNewlines(); } public void SortOwners() { owners.SortBy((Pawn x) => x.thingIDNumber); } private void RemoveAllOwners() { owners.Clear(); } */
lucci/rjw
1.3/Source/FuckMachines/Building_FuckMachine.cs
C#
unknown
7,339
using RimWorld; using rjw; using System; using System.Collections.Generic; using System.Linq; using Verse; using Verse.AI; namespace rjwex { public static class FMHelper { public static List<ThingDef> registeredDefs = new List<ThingDef>(); public static IEnumerable<Thing> ContainedFMs(this Room room) { List<Thing> things = room.ContainedAndAdjacentThings; for (int i = 0; i < things.Count; i++) { if (things[i] is Building_FuckMachine fm) { yield return (Thing)fm; } } } public static IEnumerable<Thing> GetOwnedFMs(this Pawn pawn) { Room room = pawn.GetRoom(); if (room != null) { return room.ContainedFMs(); } return null; } public static void Register(Building_FuckMachine fm) { ThingDef reg = fm.def; if (!registeredDefs.Contains(reg)) { registeredDefs.Add(reg); } } public static List<Thing> GetFMs(Map map) { List<Thing> FMList = new List<Thing>(); foreach (Building_FuckMachine_Def def in registeredDefs) { FMList.AddRange(map.listerThings.ThingsOfDef(def).AsEnumerable()); } if (FMList.Count > 0) return FMList; return null; } public static Building_FuckMachine GetFMForPawn(Pawn pawn) { List<Thing> FMList = GetFMs(pawn.Map); if (FMList == null) return null; bool validator(Thing t) { if (!(t as Building_FuckMachine).CanUse(pawn)) return false; if (!pawn.CanReserve(t, 1, -1, null, false) || t.IsForbidden(pawn) || !t.IsSociallyProper(pawn)) return false; CompPowerTrader comp = t.TryGetComp<CompPowerTrader>(); return (comp == null || comp.PowerOn); } Func<Thing, float> priorityGetter = (t => { float p = 1f; p *= (t.def as Building_FuckMachine_Def).quality; if ((t as Building_FuckMachine).IsOwner(pawn)) p *= 1.15f; if (xxx.is_masochist(pawn) && (t.def as Building_FuckMachine_Def).forced) p *= 1.5f; return p; }); return (Building_FuckMachine)GenClosest.ClosestThing_Global_Reachable(pawn.Position, pawn.Map, FMList, PathEndMode.OnCell, TraverseParms.For(pawn, Danger.Some, TraverseMode.ByPawn, false), 300f, validator, priorityGetter); } } }
lucci/rjw
1.3/Source/FuckMachines/FMHelper.cs
C#
unknown
2,207
using System.Collections.Generic; using RimWorld; using Verse; using Verse.AI; using rjw; using HarmonyLib; using UnityEngine; using Verse.Sound; using System; using Multiplayer.API; namespace rjwex { public class JobDriver_UseFM : JobDriverWithOffsets { //consts private const int ticks_maximum = 15000; //6 in-game hours hard max time private const int ticks_minimum = 416; //10 in-game minutes private const int tickerFrequency = 60; //calculations once per second private const float min_rest_when_free = 0.2f; //cease session if rest below this and not restrained private const float RestFallTick = 1.0f / (2500 * 2); //rest need 1to0 in 2 hours (with mult=1) private const float SexTick = 1.0f / 2500; //sex need 0to1 in 1 hour (with mult=1) private readonly TargetIndex iFM = TargetIndex.A; private Building_FuckMachine FM => (Building_FuckMachine)job.GetTarget(iFM); //machine reference //exposable, set on mode selection with random private int ticks_duration = 7500; //program duration, main time limit, may be extended by program private int ticks_elapsed = 0; //main time counter private Modes CurrentMode = Modes.Normal; //selected mode. Normal for all non-automated machines. TODO manual selector private int ticks_between_hearts = 60; //heart mote frequency private int ticks_between_thrusts = 60; //thrust animation mote frequency private float RestFallMult = 1; //multipliers for needs gain/decay private float SexMult = 1; private float JoyMult = 1; private float totalRestFall = 0f; //counters for stats info private float totalSexSat = 0f; private float totalJoy = 0f; //set on init, no random public float height = 0f; public float amplitude = 0f; public float quality = 1; public bool forced = false; public bool auto = false; private bool vertical = true; private bool powered = false; Need_Rest need_rest; Need_Sex need_sex; Need_Joy need_joy; private JitterHandler jitterer; private Func<bool> statsTicker; private Dictionary<Modes, Func<bool>> tickersDict; //======================= private float restFall; private float sexSat; private float joy; public enum Modes { Normal, // balanced for 0.5-1.5 in-game hours, rest to sex conversion factored by quality Long, // slower pace, same exhaustion but longer time (1-3 hours), more pleasure for longer session Intensive, // faster (0.25-0.75 hour), significant exhaustion, lots of pleasure Maxpleasure,// raising sex need to max at fastest rate, even for hompshroom adiicted, moderate exhaustion Tease, // time from short to long (0.5-2 hours), pawn left at horny threshhold (0.25 by rjw default), gains joy from session Exhaust // moderate pleasure gain, lasts down to 0% rest need, but 2-3 hours minimum, capped at 6 hours }; private void init(bool loadingSave = false) { tickersDict = new Dictionary<Modes, Func<bool>>() { {Modes.Normal,(() =>//default ticker { restFall = RestFallTick * RestFallMult * tickerFrequency; sexSat = SexTick * SexMult * tickerFrequency; joy = (Mathf.Max(sexSat - restFall, 0f) + (sexSat / 4)); // (sex - exhaustion or 0 if negative +1/4 sex) TODO better joy calc if (need_rest!=null) need_rest.CurLevel -= restFall; if (need_sex!=null) need_sex.CurLevel += sexSat; if (need_joy!=null) need_joy.CurLevel += joy; totalRestFall += restFall; totalSexSat += sexSat; totalJoy += joy; /* TODO quirk checks string pawn_quirks = CompRJW.Comp(pawn).quirks.ToString(); if (pawn_quirks.Contains("Endytophile")) { if (pawn.apparel.PsychologicallyNude) } if (pawn_quirks.Contains("Exhibitionist")) { if (xxx.is_zoophile(pawn)) { if (pawn.Map.mapPawns.AllPawnsSpawned.Any(x => x != pawn && !x.Dead && x.CanSee(pawn))) satisfaction *= 1.4f; } else { if (pawn.Map.mapPawns.AllPawnsSpawned.Any(x => x != pawn && !x.Dead && x.CanSee(pawn) && !xxx.is_animal(x))) satisfaction *= 1.4f; } }*/ return true; }) }, {Modes.Tease,(() =>// custom ticker to cap sex need at threshhold { restFall = RestFallTick * RestFallMult * tickerFrequency; sexSat = SexTick * SexMult * tickerFrequency; joy = (Mathf.Max((SexTick * tickerFrequency) - restFall, 0f) + ((SexTick * tickerFrequency) / 4)); //joy fixed by basic sexTick; 3/4hrs 0to1 minus restFall if (need_rest!=null) need_rest.CurLevel -= restFall; if (need_sex!=null) need_sex.CurLevel += sexSat; if (need_joy!=null) need_joy.CurLevel += joy; if (Math.Abs(need_sex.CurLevel - need_sex.thresh_horny()) < sexSat * 2) need_sex.CurLevel = need_sex.thresh_horny(); // cap at horny, not count to total else totalSexSat += sexSat; totalRestFall += restFall; totalJoy += joy; return true; }) }, {Modes.Exhaust,(() =>// custom ticker to to achieve 0 rest if still above after duration, no cap, capped by ticks_maximum check { restFall = RestFallTick * RestFallMult * tickerFrequency; sexSat = SexTick * SexMult * tickerFrequency; joy = (Mathf.Max(sexSat - restFall, 0f) + (sexSat / 4)); if (need_rest!=null) need_rest.CurLevel -= restFall; if (need_sex!=null) need_sex.CurLevel += sexSat; if (need_joy!=null) need_joy.CurLevel += joy; if (ticks_elapsed - ticks_duration < tickerFrequency * 3) ticks_duration += tickerFrequency; totalSexSat += sexSat; totalRestFall += restFall; totalJoy += joy; return true; }) } }; //init vertical = (FM.def as Building_FuckMachine_Def).vertical; powered = (FM.def as Building_FuckMachine_Def).powered; quality = (FM.def as Building_FuckMachine_Def).quality; forced = (FM.def as Building_FuckMachine_Def).forced; auto = (FM.def as Building_FuckMachine_Def).automatic; height = (FM.def as Building_FuckMachine_Def).height; amplitude = (FM.def as Building_FuckMachine_Def).amplitude; need_rest = pawn.needs.TryGetNeed<Need_Rest>(); need_sex = pawn.needs.TryGetNeed<Need_Sex>(); need_joy = pawn.needs.TryGetNeed<Need_Joy>(); this.FailOnDespawnedOrNull(iFM); if (!forced) { this.FailOn(() => pawn.Drafted); this.FailOn(() => pawn.IsFighting()); } //jitterer = Traverse.Create(pawn.Drawer).Field("jitterer").GetValue<JitterHandler>(); jitterer = (AccessTools.Field(typeof(Pawn_DrawTracker), "jitterer")).GetValue(pawn.Drawer) as JitterHandler; if (!loadingSave) { SetMode(); } if (tickersDict.ContainsKey(CurrentMode)) statsTicker = tickersDict[CurrentMode]; else statsTicker = tickersDict[Modes.Normal]; } public override bool TryMakePreToilReservations(bool errorOnFailed) { return pawn.Reserve(FM, job, 1, -1, null, errorOnFailed); } protected override IEnumerable<Toil> MakeNewToils() { init(); Toil riding = new Toil(); riding.tickAction = FMTick; riding.initAction = delegate { drawOffset.z = height; pawn.Rotation = FM.Rotation; if (!xxx.has_quirk(pawn, "Endytophile")) xxxEx.DrawNudeWithBondage(pawn); FM.lastRideInfo = ""; FM.currentRideInfo = ""; }; riding.AddFinishAction(delegate { pawn.Drawer.renderer.graphics.ResolveApparelGraphics(); GlobalTextureAtlasManager.TryMarkPawnFrameSetDirty(pawn); drawOffset.z = 0f; FM.currentRideInfo = ""; FM.lastRideInfo = "Used by " + GetInfoString(); //private SexUtility.IncreaseTicksToNextLovin(pawn); if (pawn == null || pawn.Dead) return; int currentTime = Find.TickManager.TicksGame; if (pawn.mindState.canLovinTick <= currentTime) pawn.mindState.canLovinTick = currentTime + SexUtility.GenerateMinTicksToNextLovin(pawn); //============== SexUtility.CumFilthGenerator(pawn); if (SexUtility.ConsiderCleaning(pawn)) { LocalTargetInfo own_cum = pawn.PositionHeld.GetFirstThing<Filth>(pawn.Map); Job clean = new Job(JobDefOf.Clean); clean.AddQueuedTarget(TargetIndex.A, own_cum); pawn.jobs.jobQueue.EnqueueFirst(clean); } }); riding.defaultCompleteMode = ToilCompleteMode.Never; riding.socialMode = RandomSocialMode.Off; riding.handlingFacing = true; yield return Toils_Goto.GotoThing(iFM, PathEndMode.OnCell); yield return riding; } public void FMTick() { if (!xxx.has_quirk(pawn, "Endytophile")) xxxEx.DrawNudeWithBondage(pawn); drawOffset.z = height; if (pawn.IsHashIntervalTick(ticks_between_hearts)) // <3 mote { FleckMaker.ThrowMetaIcon(pawn.Position, pawn.Map, FleckDefOf.Heart); } if (pawn.IsHashIntervalTick(ticks_between_thrusts)) // thrust animation/sounds { jitterer.AddOffset(amplitude, vertical ? 0f : FM.Rotation.AsAngle); if (RJWSettings.sounds_enabled) { if (powered) SoundDef.Named("FMThrust").PlayOneShot(new TargetInfo(pawn.Position, pawn.Map)); else SoundDef.Named("Sex").PlayOneShot(new TargetInfo(pawn.Position, pawn.Map)); } } if (pawn.IsHashIntervalTick(tickerFrequency)) // stats changes/end conditions { statsTicker(); FM.currentRideInfo = "In use by " + GetInfoString(); } ticks_elapsed++; //End conditions if (ticks_elapsed > ticks_minimum) //hard min check { if (ticks_elapsed > ticks_maximum && CurrentMode != Modes.Exhaust) //hard max check stopSession(); //stop by max possible time if (!auto) { if (forced && ticks_elapsed >= ticks_duration && (need_sex.CurLevel >= need_sex.thresh_ahegao() || need_rest.CurLevel <= min_rest_when_free)) // restrained, release by timer, may continue stopSession(); //stop if released and satisfied or exhausted else if (!forced && (need_sex.CurLevel >= need_sex.thresh_ahegao() || need_rest.CurLevel <= min_rest_when_free)) // not restrained, normal mode stopSession(); //stop any time if satisfied or exhausted } else { if (!forced && (need_sex.CurLevel >= need_sex.thresh_ahegao() || need_rest.CurLevel <= min_rest_when_free || ticks_elapsed >= ticks_duration)) // not restrained, auto mode stopSession(); //stop any time if satisfied or exhausted or if program completed else if (forced && ticks_elapsed >= ticks_duration) // restrained, auto, release and cease by timer stopSession(); //stop if program completed } } } private void stopSession() { ReadyForNextToil(); } [SyncMethod] public void SetMode() { if (auto) { //TODO better mode selection float chance = Rand.Value; if (chance < 0.02) CurrentMode = Modes.Exhaust; else if (chance < 0.05) CurrentMode = Modes.Tease; else if (chance < 0.10) CurrentMode = Modes.Maxpleasure; else if (chance < 0.20) CurrentMode = Modes.Long; else if (chance < 0.50) CurrentMode = Modes.Intensive; else CurrentMode = Modes.Normal; } else { CurrentMode = Modes.Normal; //TODO manual selector } /* Normal, // balanced for 0.5-1.5 in-game hours, rest to sex conversion factored by quality Long, // slower pace, same exhaustion but longer time (1-3 hours), more pleasure for longer session Intensive, // faster (0.25-0.75 hour), significant exhaustion, lots of pleasure Maxpleasure,// raising sex need to max in 20 minutes, even for humpshroom adiicted, moderate exhaustion Tease, // time from short to long (0.5-2.5 hours), pawn left at horny threshhold (0.25 by rjw default), but gains joy from session, moderate exhaustion Exhaust // moderate pleasure gain, lasts down to 0% rest need, but 2-3 hours minimum, capped at 6 hours by ticks_maximum */ if (CurrentMode == Modes.Normal) { ticks_duration = (int)Math.Round(Rand.Range(0.5f, 1.5f) * 2500); ticks_between_thrusts = Rand.RangeInclusive(60, 90); ticks_between_hearts = ticks_between_thrusts; RestFallMult /= quality; SexMult *= quality; } else if (CurrentMode == Modes.Long) { ticks_duration = (int)Math.Round(Rand.Range(1f, 3f) * 2500); ticks_between_thrusts = Rand.RangeInclusive(90, 120); ticks_between_hearts = 60; RestFallMult /= (quality * 2); //less exhaustion for slower pace SexMult *= quality; //normal/2 speed, *2 sex, same exhaustion } else if (CurrentMode == Modes.Intensive) { ticks_duration = (int)Math.Round(Rand.Range(0.25f, 0.75f) * 2500); ticks_between_thrusts = 60; ticks_between_hearts = 40; RestFallMult /= (quality / 2); SexMult *= (quality * 2); //normal*2 sex, exhaustion, speed } else if (CurrentMode == Modes.Maxpleasure) { ticks_duration = (int)Math.Round(0.33f * 2500); // ~20 minutes ticks_between_thrusts = 60; ticks_between_hearts = 40; RestFallMult /= (quality / 3); // normal 1hr exhaustion SexMult = 3; // 20 minutes from 0 to max sex need } else if (CurrentMode == Modes.Tease) { ticks_duration = (int)Math.Round(Rand.Range(0.5f, 2.5f) * 2500); ticks_between_thrusts = Rand.RangeInclusive(60, 90); ; ticks_between_hearts = 60; RestFallMult /= (quality * (float)(ticks_duration / 2500)); //adjusted by time SexMult = need_sex.thresh_horny() - need_sex.CurLevel; } else if (CurrentMode == Modes.Exhaust) { ticks_duration = (int)Math.Round(Rand.Range(1f, 1.5f) * 600000); //24-36 hours ticks_between_thrusts = Rand.RangeInclusive(60, 90); ticks_between_hearts = 60; RestFallMult = 1f; //1to0 in 2 hours, will be affected by Vigorous quirk (/2) SexMult *= quality;// default, 0to1 in 1hr factored by quality } // basic quirks handling if (CurrentMode != Modes.Maxpleasure) { if (pawn.health.hediffSet.HasHediff(HediffDef.Named("HumpShroomAddiction")) && !pawn.health.hediffSet.HasHediff(HediffDef.Named("HumpShroomEffect"))) SexMult = 0.1f; } if (xxx.has_quirk(pawn, "Vigorous")) RestFallMult *= 0.5f; } public override void ExposeData() { base.ExposeData(); Scribe_Values.Look<int>(ref this.ticks_between_hearts, "ticks_between_hearts", 60, false); Scribe_Values.Look<int>(ref this.ticks_between_thrusts, "ticks_between_thrusts", 60, false); Scribe_Values.Look<int>(ref this.ticks_duration, "ticks_duration", 7500, false); Scribe_Values.Look<int>(ref this.ticks_elapsed, "ticks_elapsed", 0, false); Scribe_Values.Look<Modes>(ref this.CurrentMode, "CurrentMode", Modes.Normal, false); Scribe_Values.Look<float>(ref this.totalRestFall, "totalRestFall", 0f, false); Scribe_Values.Look<float>(ref this.totalSexSat, "totalSexSat", 0f, false); Scribe_Values.Look<float>(ref this.totalJoy, "totalJoy", 0f, false); Scribe_Values.Look<float>(ref this.RestFallMult, "RestFallMult", 1, false); Scribe_Values.Look<float>(ref this.SexMult, "SexMult", 1, false); Scribe_Values.Look<float>(ref this.JoyMult, "JoyMult", 1, false); if (Scribe.mode == LoadSaveMode.PostLoadInit) { this.init(true); } } private string GetInfoString() { return xxx.get_pawnname(pawn) + " for " + new DateTime().AddMinutes((double)ticks_elapsed / 2500 * 60).ToString(@"HH\:mm\:ss") + (!auto ? "" : Environment.NewLine + "Mode: " + CurrentMode.ToString()) + (!rjw.RJWSettings.DevMode ? "" : Environment.NewLine + "Gained: " + totalSexSat + " sex, " + totalRestFall + " exh, " + totalJoy + " joy"); } } }
lucci/rjw
1.3/Source/FuckMachines/JobDriver_UseFM.cs
C#
unknown
15,840
using Verse; using Verse.AI; using RimWorld; using rjw; using Multiplayer.API; namespace rjwex { public class JobGiver_UseFM : ThinkNode_JobGiver { protected override Job TryGiveJob(Pawn pawn) { return this.TryGiveJob(pawn, (Building_FuckMachine)null); } [SyncMethod] public Job TryGiveJob(Pawn pawn, Building_FuckMachine fm) { if (pawn.Drafted) return null; if (!RJWSettings.WildMode) { if (!xxx.is_healthy(pawn) || (!SexUtility.ReadyForLovin(pawn) && !xxx.is_frustrated(pawn))) return null; } if (!(pawn.jobs.curJob == null || pawn.jobs.curJob.def == JobDefOf.LayDown)) return null; if (!(pawn.Faction?.IsPlayer ?? false) && !pawn.IsPrisonerOfColony) return null; if (!(Genital_Helper.has_vagina(pawn) && !Genital_Helper.genitals_blocked(pawn)) && !(Genital_Helper.has_anus(pawn) && !Genital_Helper.anus_blocked(pawn))) return null; if (pawn.gender == Gender.Male) { Orientation ori = CompRJW.Comp(pawn).orientation; if (ori == Orientation.Asexual) return null; switch (ori) { case Orientation.Heterosexual: if (Rand.Chance(0.97f)) return null; break; case Orientation.MostlyHeterosexual: if (Rand.Chance(0.85f)) return null; break; case Orientation.LeaningHeterosexual: if (Rand.Chance(0.65f)) return null; break; case Orientation.LeaningHomosexual: if (Rand.Chance(0.35f)) return null; break; case Orientation.MostlyHomosexual: if (Rand.Chance(0.15f)) return null; break; case Orientation.Homosexual: break; } } Building_FuckMachine bestFM = (Building_FuckMachine)null; if (fm != null) { bestFM = fm; } if (fm == null) { bestFM = FMHelper.GetFMForPawn(pawn); } if (bestFM != null) { return new Job(DefDatabase<JobDef>.GetNamed("UseFM"), bestFM); } return (Job)null; } } }
lucci/rjw
1.3/Source/FuckMachines/JobGiver_UseFM.cs
C#
unknown
1,915
using RimWorld; using System.Collections.Generic; using System.Diagnostics; using UnityEngine; using Verse; using Multiplayer.API; namespace rjwex { public class PublicPrivateComp : ThingComp { public bool Private { get { return (this.parent as Building_FuckMachine).Private; } set { if (value == (this.parent as Building_FuckMachine).Private) { return; } (this.parent as Building_FuckMachine).Private = value; } } /* public override void PostExposeData() { Scribe_Values.Look<bool>(ref this.privateInt, "private", false, false); } */ [DebuggerHidden] public override IEnumerable<Gizmo> CompGetGizmosExtra() { foreach (Gizmo c in base.CompGetGizmosExtra()) { yield return c; } if (!(this.parent is Building_FuckMachine) || this.parent.Faction == Faction.OfPlayer) { Command_Action com = new Command_Action(); com.defaultLabel = "Switch"; if ((this.parent as Building_FuckMachine).Private) { com.defaultDesc = "Change to Public"; com.icon = ContentFinder<Texture2D>.Get("UI/private", true); } else { com.defaultDesc = "Change to Private"; com.icon = ContentFinder<Texture2D>.Get("UI/public", true); } com.action = delegate { ChangeMode(); }; yield return com; } } [SyncMethod] public void ChangeMode() { //Log.Message("Submit button is pressed for " + pawn); this.Private = !this.Private; } } public class CompProperties_PublicPrivateComp : CompProperties { public CompProperties_PublicPrivateComp() { compClass = typeof(PublicPrivateComp); } } }
lucci/rjw
1.3/Source/FuckMachines/PublicPrivateComp.cs
C#
unknown
1,653
using RimWorld; using Verse; namespace rjwex { public class RecordWorker_TimeOnFuckMachine : RecordWorker { public override bool ShouldMeasureTimeNow(Pawn pawn) { return pawn.health.hediffSet.HasHediff(HediffDef.Named("Plugged")); } } }
lucci/rjw
1.3/Source/FuckMachines/RecordWorker_TimeOnFuckMachine.cs
C#
unknown
253
using rjw; using System.Linq; using Verse; using Verse.AI; namespace rjwex { class ThinkNode_ChancePerHour_UsingFM : ThinkNode_ChancePerHour { public static float get_fappin_mtb_hours(Pawn p) { if (DebugSettings.alwaysDoLovin) return 0.1f; return (xxx.is_nympho(p) ? 0.5f : 1.0f) * rjw_CORE_EXPOSED.LovePartnerRelationUtility.LovinMtbSinglePawnFactor(p); //todo look into this } protected override float MtbHours(Pawn p) { if (xxx.is_animal(p)) return -1.0f; bool is_horny = xxx.need_some_sex(p) > 1f; if (is_horny) { bool isAlone = !p.Map.mapPawns.AllPawnsSpawned.Any(x => p.CanSee(x) && xxx.is_human(x)); float clothingFactor = p.apparel.PsychologicallyNude ? 0.8f : 1.0f; float SexNeedFactor = (4 - xxx.need_some_sex(p)) / 2f; return get_fappin_mtb_hours(p) * SexNeedFactor * clothingFactor; } return -1.0f; } } }
lucci/rjw
1.3/Source/FuckMachines/ThinkNode_ChancePerHour_UsingFM.cs
C#
unknown
889
using Verse; using Verse.AI; using RimWorld; using rjw; namespace rjwex { public class ThinkNode_ConditionalCanUseFM : ThinkNode_Conditional { protected override bool Satisfied(Pawn p) { if (p.Map == null || p.HostileTo(Faction.OfPlayer) || xxx.is_animal(p) || p.Drafted) return false; return true; } } }
lucci/rjw
1.3/Source/FuckMachines/ThinkNode_ConditionalCanUseFM.cs
C#
unknown
340
using RimWorld; using Verse; using Verse.AI; using rjw; namespace rjwex { public class WorkGiver_UseFM : WorkGiver_Sexchecks { public override bool MoreChecks(Pawn pawn, Thing t, bool forced = false) { Building_FuckMachine target = t as Building_FuckMachine; if (target == null) { if (RJWSettings.DevMode) JobFailReason.Is("not a fuck machine"); return false; } if (target.owners.Count>0&&!target.IsOwner(pawn)) { if (RJWSettings.DevMode) JobFailReason.Is("not pawn's machine"); return false; } CompPowerTrader comp = t.TryGetComp<CompPowerTrader>(); if (comp != null && !comp.PowerOn) { if (RJWSettings.DevMode) JobFailReason.Is("no power"); return false; } return true; } public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false) { return new Job(DefDatabase<JobDef>.GetNamed("UseFM"), t); } } }
lucci/rjw
1.3/Source/FuckMachines/WorkGiver_UseFM.cs
C#
unknown
897
using System.Collections.Generic; using Verse; using HarmonyLib; using UnityEngine; using System; using System.Linq; using System.Reflection.Emit; using System.Reflection; namespace rjwex { //implemented in PawnRendererRenderInternal_Pathch //[HarmonyPatch(typeof(Pawn_DrawTracker))] //[HarmonyPatch("DrawPos", MethodType.Getter)] class Pawn_DrawTracker_DrawPos_Patch { static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { //HarmonyInstance.DEBUG = true; CodeInstruction newLine; var codes = new List<CodeInstruction>(instructions); int insertIndex = codes.Count - 2;// insertion before final "ldloc.0" "ret" /* inserted code ldloc.0 // vector3 ldarg.0 // this ldfld class Verse.Pawn Verse.Pawn_DrawTracker::pawn call valuetype [UnityEngine]UnityEngine.Vector3 rjwex.FMHelper::FMOffset(class ['Assembly-CSharp']Verse.Pawn) call valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::op_Addition(valuetype [UnityEngine]UnityEngine.Vector3, valuetype [UnityEngine]UnityEngine.Vector3) stloc.0 // vector3 */ newLine = new CodeInstruction(OpCodes.Ldloc_0); codes.Insert(insertIndex, newLine); insertIndex++; newLine = new CodeInstruction(OpCodes.Ldarg_0); codes.Insert(insertIndex, newLine); insertIndex++; newLine = new CodeInstruction(OpCodes.Ldfld) { operand = AccessTools.Field(typeof(Pawn_DrawTracker), "pawn") }; codes.Insert(insertIndex, newLine); insertIndex++; newLine = new CodeInstruction(OpCodes.Call) { operand = typeof(DrawUtils).GetMethod("GetDrawOffset") }; codes.Insert(insertIndex, newLine); insertIndex++; newLine = new CodeInstruction(OpCodes.Call) { operand = typeof(Vector3).GetMethod("op_Addition", new Type[] { typeof(Vector3), typeof(Vector3) }) }; codes.Insert(insertIndex, newLine); insertIndex++; newLine = new CodeInstruction(OpCodes.Stloc_0); codes.Insert(insertIndex, newLine); Logger.ListLine("Pawn draw FMOffset addition applied @ Verse.Pawn_DrawTracker.get_DrawPos as Transpiler"); return codes.AsEnumerable(); } } [HarmonyPatch] static class PawnRendererRenderInternal_Pathch { static MethodBase TargetMethod() { return AccessTools.Method(typeof(PawnRenderer), "RenderPawnInternal", new Type[] { typeof(Vector3), typeof(float), typeof(bool), typeof(Rot4), typeof(RotDrawMode), typeof(PawnRenderFlags)}); } static bool Prefix(ref Vector3 rootLoc, ref float angle, PawnRenderer __instance) { Pawn pawn = (AccessTools.Field(typeof(PawnRenderer), "pawn")).GetValue(__instance) as Pawn; rootLoc += pawn.GetDrawOffset(); angle += pawn.GetAngleOffset(); return true; } } }
lucci/rjw
1.3/Source/HarmonyPatches/FM_DrawOffsets_Patch.cs
C#
unknown
2,773
using RimWorld; using Verse; using HarmonyLib; using System.Reflection; using System.Collections.Generic; using System.Reflection.Emit; using System.Linq; using rjw; namespace rjwex { [HarmonyPatch(typeof(PawnGraphicSet), "ResolveApparelGraphics")] public static class ResolveApparelGraphics_Patch { static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { int Index = -1; string targetCall = "TryGetGraphicApparel"; var codes = new List<CodeInstruction>(instructions); for (int i = 0; i < codes.Count; i++) { if (codes[i].opcode == OpCodes.Call && codes[i].operand.ToString().Contains(targetCall)) { Index = i; break; } } if (Index > -1) { codes[Index].operand = typeof(ResolveApparelGraphics_Patch).GetMethod( nameof(ResolveApparelGraphics_Patch.RJWExTryGetGraphicApparel), BindingFlags.Static | BindingFlags.Public); Logger.ListLine("Gag graphics patch applied @ Verse.PawnGraphicSet.ResolveApparelGraphics as Transpiler"); } else { Log.Error("[RJWEx] Verse.PawnGraphicSet.ResolveApparelGraphics not patched!"); } return codes.AsEnumerable(); } public static bool RJWExTryGetGraphicApparel(Apparel apparel, BodyTypeDef bodyType, out ApparelGraphicRecord rec) { if (!(apparel is bondage_gear && apparel.def.apparel.bodyPartGroups.Contains(xxxEx.GroupDefTeeth))) //Not RJW Gag? TODO better item detection return ApparelGraphicRecordGetter.TryGetGraphicApparel(apparel, bodyType, out rec); //return default TryGetGraphicApparel() else { Pawn pawn = apparel.Wearer; if (pawn == null) { //handle as null wornGraphicPath rec = new ApparelGraphicRecord(null, null); return false; } string headGraphicPath = pawn.story.HeadGraphicPath; //path containing Normal/Pointy/Wide string gender = pawn.gender.ToString(); //Female/Male/None string crownType = pawn.story.crownType.ToString(); //Narrow/Average TODO check //checks==== if (headGraphicPath.NullOrEmpty() || apparel.def.apparel.wornGraphicPath.NullOrEmpty() || pawn.story.crownType == CrownType.Undefined) return ApparelGraphicRecordGetter.TryGetGraphicApparel(apparel, bodyType, out rec); //something wrong go default if (pawn.gender == Gender.None) gender = "Female"; //========== string faceType; //Normal/Pointy/Wide, from headGraphicPath; if (headGraphicPath.Contains("Pointy")) { faceType = "Pointy"; } else if (headGraphicPath.Contains("Wide")) { faceType = "Wide"; } else { faceType = "Normal"; } string path = apparel.def.apparel.wornGraphicPath + "_" + gender + "_" + crownType + "_" + faceType; Graphic graphic = GraphicDatabase.Get<Graphic_Multi>(path, ShaderDatabase.Cutout, apparel.def.graphicData.drawSize, apparel.DrawColor); rec = new ApparelGraphicRecord(graphic, apparel); return true; } } } }
lucci/rjw
1.3/Source/HarmonyPatches/Gag_ResolveApparelGraphics_Patch.cs
C#
unknown
2,970
using System.Linq; using Verse; using rjw; namespace rjwex { public class ChastityCage : HediffWithComps { public override void Tick() { if (pawn.IsHashIntervalTick(60000)) { var apparel = pawn.apparel.WornApparel.Where(x => x.def.defName.Contains("ChastityCage")); var isSmall = apparel.Any(x => x.def.defName.Contains("Small")); var isMicro = apparel.Any(x => x.def.defName.Contains("Micro")); if (isSmall || isMicro) { Hediff penisHD = getPenis(); if (penisHD != null) { if (isMicro && penisHD.Severity > 0.05f) penisHD.Severity -= 0.01f; else if (isSmall && penisHD.Severity > 0.25f) penisHD.Severity -= 0.01f; } } } } public Hediff getPenis() { Hediff penisHD = null; var bpr = pawn.GetGenitalsList(); if (!bpr.NullOrEmpty()) { penisHD = bpr.FirstOrDefault((Hediff hed) => (hed is Hediff_PartBaseNatural) && (hed.def.defName.ToLower().Contains("penis"))); } return penisHD; } } }
lucci/rjw
1.3/Source/Hediff_ChastityCage.cs
C#
unknown
1,017
using System.Linq; using Verse; using rjw; namespace rjwex { public class Plugged : HediffWithComps { public override void Tick() { if (pawn.IsHashIntervalTick(6000)) { //var apparel = pawn.apparel.WornApparel.Where(x => x.def.defName.Contains("Plug")); //var isExpandable = apparel.Any(x => x.def.defName.Contains("Expandable")); //var isLarge = apparel.Any(x => x.def.defName.Contains("Large")); //var isMedium = apparel.Any(x => x.def.defName.Contains("Medium")); //var isSmall = apparel.Any(x => x.def.defName.Contains("Small")); //Log.Message("Plug CurStageIndex:" + this.CurStageIndex + " CurStage.label: " + this.CurStage.label); int index = this.CurStageIndex; if (index > 1) //1 - comfortable { Hediff anusHD = getAnus(); if (anusHD != null) { var diff = 0.01f * index; anusHD.Severity += diff; this.Severity -= diff; } } } } public Hediff getAnus() { Hediff anusHD = null; var bpr = pawn.GetAnusList(); if (!bpr.NullOrEmpty()) { anusHD = bpr.FirstOrDefault((Hediff hed) => (hed is Hediff_PartBaseNatural)); //mult anuses? //anusHD = bpr.Where((Hediff hed) => // (hed is Hediff_PartBaseNatural)).RandomElement(); } return anusHD; } } }
lucci/rjw
1.3/Source/Hediff_Plugged.cs
C#
unknown
1,292
using RimWorld; using Verse; using rjw; using System.Linq; namespace rjwex { public class anal_plug_def : bondage_gear_def { public int plug_size = 0; //min 1 - max 3; 0 for expandable plug //new public bool blocks_anus = false; // only for lockable plug } public class anal_plug_soul : bondage_gear_soul { float[,] severity ={ { 0.6f, 0.6f, 0.6f, 0.6f, 0.4f, 0.4f }, //0 size = expandable plug { 0.4f, 0.4f, 0.2f, 0.2f, 0.1f, 0.1f }, //1 size = S plug { 0.4f, 0.6f, 0.4f, 0.2f, 0.1f, 0.1f }, //2 size = M plug { 0.6f, 0.8f, 0.6f, 0.4f, 0.2f, 0.1f } //3 size = L plug }; //bionic,micro,tight,mid,loose,gaping/oversized //0 - loose; //0.2 - comfortable; //0.4 - tightly; //0.6 - very tight; //0.8 - cracking tight; public override void on_wear(Pawn wearer, Apparel gear) { anal_plug_def def = (anal_plug_def)gear.def; //Log.Message("PLUG On_Wear; size: " + def.plug_size); var anus = wearer.GetAnusList(); if (!anus.NullOrEmpty()) { var anusHD = wearer.health.hediffSet.hediffs.FirstOrDefault((Hediff hed) => (hed is Hediff_PartBaseNatural || hed is Hediff_PartBaseArtifical) && (hed.def.defName.ToLower().Contains("anus"))); int aSize = 0; //min 1-5 max, 0 for variable (bionic etc.) //if (wearer.health.hediffSet.HasHediff(Genital_Helper.archotech_anus) || // wearer.health.hediffSet.HasHediff(Genital_Helper.bionic_anus) || // wearer.health.hediffSet.HasHediff(Genital_Helper.hydraulic_anus)) //{ // aSize = 0; //} if (anusHD != null) { BodyPartRecord bpr = anusHD.Part; switch (anusHD.CurStageIndex) { case 0: aSize = 1; break; case 1: aSize = 2; break; case 2: aSize = 3; break; case 3: aSize = 4; break; case 4: aSize = 5; break; case 5: aSize = 5; break; default: aSize = 0; break; } float hediffSeverity = severity[def.plug_size, aSize]; Hediff pluggedStatus = wearer.health.AddHediff(HediffDef.Named("Plugged"), bpr); pluggedStatus.Severity = hediffSeverity; } } var gear_stamp = gear.TryGetComp<CompHoloCryptoStamped>(); if (gear_stamp != null) { var key = ThingMaker.MakeThing(ThingDef.Named("Holokey")); var key_stamp = key.TryGetComp<CompHoloCryptoStamped>(); key_stamp.copy_stamp_from(gear_stamp); if (wearer.Map != null) GenSpawn.Spawn(key, wearer.Position, wearer.Map); else wearer.inventory.TryAddItemNotForSale(key); } } // Removes the gear's HediffDef public override void on_remove(Apparel gear, Pawn former_wearer) { var hed = former_wearer.health.hediffSet.GetFirstHediffOfDef(HediffDef.Named("Plugged")); if (hed != null) former_wearer.health.RemoveHediff(hed); } } public class anal_plug : bondage_gear { } /* //temporary solution for on_wer not being called on gear without hololock [HarmonyPatch] class TryDrop_Patch { static MethodBase TargetMethod() { MethodBase result = AccessTools.Method(typeof(Pawn_ApparelTracker), "TryDrop", new Type[] { typeof(Apparel), typeof(Apparel).MakeByRefType(), typeof(IntVec3), typeof(bool) }); return result; } public static void Postfix(Apparel ap, bool __result, Pawn_ApparelTracker __instance) { if (!__result) return; if (ap.def is anal_plug_def def) { var tra = __instance; (def.soul as anal_plug_soul).on_remove(ap, tra.pawn); } } } */ }
lucci/rjw
1.3/Source/Plugs/Anal_Plugs.cs
C#
unknown
3,541
using RimWorld; using Verse; namespace rjwex { public class RecordWorker_TimePluggedAnal : RecordWorker { public override bool ShouldMeasureTimeNow(Pawn pawn) { return pawn.health.hediffSet.HasHediff(HediffDef.Named("Plugged")); } } }
lucci/rjw
1.3/Source/Plugs/RecordWorker_TimePluggedAnal.cs
C#
unknown
251
using RimWorld; using Verse; namespace rjwex { public class ThoughtWorker_Plugged : ThoughtWorker { protected override ThoughtState CurrentStateInternal(Pawn pawn) { if (pawn.apparel != null) { var hed = pawn.health.hediffSet.GetFirstHediffOfDef(HediffDef.Named("Plugged")); if (hed != null) { if (hed.Severity < 0.2f) { return ThoughtState.ActiveAtStage(0); } else if (hed.Severity < 0.4f) { return ThoughtState.ActiveAtStage(1); } else if (hed.Severity < 0.6f) { return ThoughtState.ActiveAtStage(2); } else if (hed.Severity < 0.8f) { return ThoughtState.ActiveAtStage(3); } else { return ThoughtState.ActiveAtStage(4); } } } return ThoughtState.Inactive; } } }
lucci/rjw
1.3/Source/Plugs/ThoughtWorker_Plugged.cs
C#
unknown
809
using Verse; using HarmonyLib; using System.Reflection; using System; namespace rjwex { [StaticConstructorOnStartup] public static class RJWExMain { static RJWExMain() { Logger.ListBegin("[RJWEx] Patching..."); var harmony = new Harmony("rimworld.ekss.rjwex"); harmony.PatchAll(Assembly.GetExecutingAssembly()); Logger.ListPrint("...done"); } } public static class Logger { /* public static class Logger { private static readonly LogMessageQueue messageQueueRJW = new LogMessageQueue(); public static void Message(string text) { bool DevModeEnabled = RJWSettings.DevMode; if (!DevModeEnabled) return; Debug.Log(text); messageQueueRJW.Enqueue(new LogMessage(LogMessageType.Message, text, StackTraceUtility.ExtractStackTrace())); } }*/ private static string prefix = "[RJWEx] "; private static string listBuffer = ""; public static void ListBegin(string line = "") { listBuffer = (line.NullOrEmpty() ? "" : prefix) + line; } public static void ListLine(string line) { listBuffer += (Environment.NewLine + prefix + line); } public static void ListPrint(string line = "") { if (!line.NullOrEmpty()) { listBuffer += (Environment.NewLine + prefix + line); } Log.Message(listBuffer); listBuffer = ""; } public static void Print(string line) { Log.Message(prefix + line); } } }
lucci/rjw
1.3/Source/RJWExMain.cs
C#
unknown
1,666
<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <PropertyGroup> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <ProjectGuid>{A35EE8E8-B802-45BA-8526-16EA37856A86}</ProjectGuid> <OutputType>Library</OutputType> <AppDesignerFolder>Properties</AppDesignerFolder> <RootNamespace>rjwex</RootNamespace> <AssemblyName>RimJobWorldExtension</AssemblyName> <TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion> <FileAlignment>512</FileAlignment> <TargetFrameworkProfile /> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>false</DebugSymbols> <DebugType>none</DebugType> <Optimize>false</Optimize> <OutputPath>..\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> <Prefer32Bit>false</Prefer32Bit> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <DebugType>pdbonly</DebugType> <Optimize>true</Optimize> <OutputPath>..\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> <Prefer32Bit>false</Prefer32Bit> </PropertyGroup> <PropertyGroup> <AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects> </PropertyGroup> <ItemGroup> <Reference Include="0Harmony, Version=2.0.0.10, Culture=neutral, processorArchitecture=MSIL"> <HintPath>0trash\packages\Lib.Harmony.2.0.0.10\lib\net472\0Harmony.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="0MultiplayerAPI, Version=0.2.0.0, Culture=neutral, processorArchitecture=MSIL"> <HintPath>0trash\packages\RimWorld.MultiplayerAPI.0.2.0\lib\net472\0MultiplayerAPI.dll</HintPath> </Reference> <Reference Include="Assembly-CSharp, Version=1.1.7372.23222, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>..\..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="HugsLib, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <HintPath>0trash\packages\UnlimitedHugs.Rimworld.HugsLib.7.1.4\lib\net472\HugsLib.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="NAudio"> <HintPath>..\..\..\..\RimWorldWin64_Data\Managed\NAudio.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="NVorbis"> <HintPath>..\..\..\..\RimWorldWin64_Data\Managed\NVorbis.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="RJW"> <HintPath>..\..\..\rjw\1.3\Assemblies\RJW.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="System" /> <Reference Include="System.Runtime.InteropServices.RuntimeInformation" /> <Reference Include="UnityEngine"> <HintPath>..\..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="UnityEngine.CoreModule"> <HintPath>..\..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath> <Private>False</Private> </Reference> </ItemGroup> <ItemGroup> <Compile Include="FuckMachines\RecordWorker_TimeOnFuckMachine.cs" /> <Compile Include="HarmonyPatches\FM_DrawOffsets_Patch.cs" /> <Compile Include="HarmonyPatches\Gag_ResolveApparelGraphics_Patch.cs" /> <Compile Include="Hediff_ChastityCage.cs" /> <Compile Include="Hediff_Plugged.cs" /> <Compile Include="Plugs\Anal_Plugs.cs" /> <Compile Include="FuckMachines\Building_FuckMachine.cs" /> <Compile Include="FuckMachines\PublicPrivateComp.cs" /> <Compile Include="FuckMachines\FMHelper.cs" /> <Compile Include="FuckMachines\JobDriver_UseFM.cs" /> <Compile Include="FuckMachines\JobGiver_UseFM.cs" /> <Compile Include="FuckMachines\WorkGiver_UseFM.cs" /> <Compile Include="Plugs\ThoughtWorker_Plugged.cs" /> <Compile Include="Plugs\RecordWorker_TimePluggedAnal.cs" /> <Compile Include="RJWExMain.cs" /> <Compile Include="0trash\Properties\AssemblyInfo.cs" /> <Compile Include="FuckMachines\ThinkNode_ChancePerHour_UsingFM.cs" /> <Compile Include="FuckMachines\ThinkNode_ConditionalCanUseFM.cs" /> <Compile Include="SexTab\ITab_Pawn_Sexuality.cs" /> <Compile Include="SexTab\SexCardUtility.cs" /> <Compile Include="Utility\FM_OffsetUtils.cs" /> <Compile Include="Utility\Gag_OffsetUtils.cs" /> </ItemGroup> <ItemGroup> <None Include="0trash\packages.config" /> </ItemGroup> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
lucci/rjw
1.3/Source/RimJobWorldExtension.csproj
csproj
unknown
5,192
 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 16 VisualStudioVersion = 16.0.29806.167 MinimumVisualStudioVersion = 10.0.40219.1 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RimJobWorldExtension", "RimJobWorldExtension.csproj", "{A35EE8E8-B802-45BA-8526-16EA37856A86}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU Release|Any CPU = Release|Any CPU EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {A35EE8E8-B802-45BA-8526-16EA37856A86}.Debug|Any CPU.ActiveCfg = Release|Any CPU {A35EE8E8-B802-45BA-8526-16EA37856A86}.Debug|Any CPU.Build.0 = Release|Any CPU {A35EE8E8-B802-45BA-8526-16EA37856A86}.Release|Any CPU.ActiveCfg = Release|Any CPU {A35EE8E8-B802-45BA-8526-16EA37856A86}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution SolutionGuid = {A8FBAE94-F20D-4EC2-9003-8E8075D506C4} EndGlobalSection EndGlobal
lucci/rjw
1.3/Source/RimJobWorldExtension.sln
sln
unknown
1,124
/*using RimWorld; using System; using UnityEngine; using Verse; using rjw; namespace rjwex { public class ITab_Pawn_Sexuality : ITab { // useful if you have criteria to show/hide this per Thing private Pawn _selected = null; public Pawn SelectedPawn { get { if (base.SelPawn != null) { return base.SelPawn; } Corpse corpse = base.SelThing as Corpse; if (corpse != null) { return corpse.InnerPawn; } return null; } } public override bool IsVisible { get { if (SelectedPawn != null && SelectedPawn.TryGetComp<CompRJW>()!=null) { return true; } else return false; } } public ITab_Pawn_Sexuality() { Vector2 offsets = new Vector2(17f, 17f); this.size = SexCardUtility.CardSize + offsets; this.labelKey = "rjwex_SexTab"; // used to get the Tab's label } protected override void FillTab() { Pawn pawnForHealth = this.SelectedPawn; if (pawnForHealth == null) { Log.Error("Health tab found no selected pawn to display.", false); return; } Rect rect = new Rect(17f, 17f, SexCardUtility.CardSize.x, SexCardUtility.CardSize.y); SexCardUtility.DrawCard(rect, SelectedPawn); } } }*/
lucci/rjw
1.3/Source/SexTab/ITab_Pawn_Sexuality.cs
C#
unknown
1,211
/*using RimWorld; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using Verse; namespace rjwex { public class SexCardUtility { public static Vector2 CardSize = new Vector2(395f, 536f); // set the card's size public static void DrawCard(Rect rect, Pawn pawn) { CompRJW comp = pawn.TryGetComp<CompRJW>(); if (pawn == null || comp == null) return; Text.Font = GameFont.Medium; Rect rect1 = new Rect(8f, 4f, rect.width - 8f, rect.height - 20f); Widgets.Label(rect1, "RJW"); Text.Font = GameFont.Tiny; float num = rect1.y + 40f; Rect row1 = new Rect(10f, num, rect.width - 8f, 24f); Rect row2 = new Rect(10f, num + 24, rect.width - 8f, 24f); Rect row3 = new Rect(10f, num + 48, rect.width - 8f, 24f); Rect button1 = new Rect(10f, rect1.height - 10f, rect.width - 8f, 24f); Rect button2 = new Rect(10f, rect1.height - 34f, rect.width - 8f, 24f); string price; string sexuality; // Check for Rational Romance consistency, in case the player adds it mid-game or adds traits (such as with Prepare Carefully) if (xxx.RomanceDiversifiedIsActive || pawn.story.traits.HasTrait(TraitDefOf.Gay)) CompRJW.RRTraitCheck(pawn); switch (CompRJW.Comp(pawn).orientation) { case Orientation.Asexual: sexuality = "Asexual"; break; case Orientation.Bisexual: sexuality = "Bisexual"; break; case Orientation.Heterosexual: sexuality = "Hetero"; break; case Orientation.Homosexual: sexuality = "Gay"; break; case Orientation.LeaningHeterosexual: sexuality = "Bisexual, leaning hetero"; break; case Orientation.LeaningHomosexual: sexuality = "Bisexual, leaning gay"; break; case Orientation.MostlyHeterosexual: sexuality = "Mostly hetero"; break; case Orientation.MostlyHomosexual: sexuality = "Mostly gay"; break; case Orientation.Pansexual: sexuality = "Pansexual"; break; default: sexuality = "None"; break; } Widgets.Label(row1, "Sexuality: " + sexuality); if (Mouse.IsOver(row1)) Widgets.DrawHighlight(row1); string quirklist = CompRJW.Comp(pawn).quirks.ToString(); Widgets.Label(row2, "Quirks".Translate() + quirklist); if (Mouse.IsOver(row2)) { Widgets.DrawHighlight(row2); if (quirklist == "None") TooltipHandler.TipRegion(row2, "NoQuirks".Translate()); else { StringBuilder tooltip = new StringBuilder(); if (quirklist.Contains("Breeder")) tooltip.AppendLine("BreederQuirk".Translate()); if (quirklist.Contains("Endytophile")) tooltip.AppendLine("EndytophileQuirk".Translate()); if (quirklist.Contains("Exhibitionist")) tooltip.AppendLine("ExhibitionistQuirk".Translate()); if (quirklist.Contains("Fertile")) tooltip.AppendLine("FertileQuirk".Translate()); if (quirklist.Contains("Gerontophile")) tooltip.AppendLine("GerontophileQuirk".Translate()); if (quirklist.Contains("Impregnation fetish")) tooltip.AppendLine("ImpregnationFetishQuirk".Translate()); if (quirklist.Contains("Incubator")) tooltip.AppendLine("IncubatorQuirk".Translate()); if (quirklist.Contains("Infertile")) tooltip.AppendLine("InfertileQuirk".Translate()); if (quirklist.Contains("Messy")) tooltip.AppendLine("MessyQuirk".Translate()); if (quirklist.Contains("Podophile")) tooltip.AppendLine("PodophileQuirk".Translate()); if (quirklist.Contains("Pregnancy fetish")) tooltip.AppendLine("PregnancyFetishQuirk".Translate()); if (quirklist.Contains("Sapiosexual")) tooltip.AppendLine("SapiosexualQuirk".Translate()); if (quirklist.Contains("Somnophile")) tooltip.AppendLine("SomnophileQuirk".Translate()); if (quirklist.Contains("Teratophile")) tooltip.AppendLine("TeratophileQuirk".Translate()); if (quirklist.Contains("Vigorous")) tooltip.AppendLine("VigorousQuirk".Translate()); TooltipHandler.TipRegion(row2, tooltip.ToString()); } } if (RJWSettings.sex_minimum_age > pawn.ageTracker.AgeBiologicalYears) price = "Inapplicable (too young)"; else if (pawn.ownership.OwnedRoom == null) { if (Current.ProgramState == ProgramState.Playing) price = "TODO";//WhoringHelper.WhoreMinPrice(pawn) + " - " + WhoringHelper.WhoreMaxPrice(pawn) + " (base, needs suitable bedroom)"; else price = "TODO";//WhoringHelper.WhoreMinPrice(pawn) + " - " + WhoringHelper.WhoreMaxPrice(pawn) + " (base, modified by bedroom quality)"; } else if (xxx.is_animal(pawn)) price = "Incapable of whoring"; else price = "TODO";//WhoringHelper.WhoreMinPrice(pawn) + " - " + WhoringHelper.WhoreMaxPrice(pawn); Widgets.Label(row3, "WhorePrice".Translate() + price); if (Mouse.IsOver(row3)) Widgets.DrawHighlight(row3); // TODO: Add translation. if (Prefs.DevMode || Current.ProgramState != ProgramState.Playing) { if (Widgets.ButtonText(button1, Current.ProgramState != ProgramState.Playing ? "Reroll sexuality" : "[DEV] Reroll sexuality")) { CompRJW.Comp(pawn).Sexualize(pawn, true); } } if (pawn.health.hediffSet.HasHediff(Genital_Helper.archotech_penis) || pawn.health.hediffSet.HasHediff(Genital_Helper.archotech_vagina)) { BodyPartRecord genitalia = Genital_Helper.get_genitals(pawn); if (pawn.health.hediffSet.HasHediff(HediffDef.Named("ImpregnationBlocker"))) { if (Widgets.ButtonText(button2, "[Archotech genitalia] Enable reproduction")) { Hediff blocker = pawn.health.hediffSet.GetFirstHediffOfDef(HediffDef.Named("ImpregnationBlocker")); if (blocker != null) pawn.health.RemoveHediff(blocker); pawn.health.AddHediff(HediffDef.Named("FertilityEnhancer"), genitalia); } } else if (Widgets.ButtonText(button2, "[Archotech genitalia] Disable reproduction")) { Hediff enhancer = pawn.health.hediffSet.GetFirstHediffOfDef(HediffDef.Named("FertilityEnhancer")); if (enhancer != null) pawn.health.RemoveHediff(enhancer); pawn.health.AddHediff(HediffDef.Named("ImpregnationBlocker"), genitalia); } } } } }*/
lucci/rjw
1.3/Source/SexTab/SexCardUtility.cs
C#
unknown
6,247
using UnityEngine; using Verse; using Verse.AI; namespace rjwex { /// <summary> /// Class to inherit to use Draw Offset and Angle Offset /// </summary> public abstract class JobDriverWithOffsets : JobDriver { protected Vector3 drawOffset = new Vector3(0, 0, 0); public Vector3 GetDrawOffset() { return drawOffset; } protected float angleOffset = 0.0f; public float GetAngleOffset() { return angleOffset; } } public static class DrawUtils { /// <summary> /// Get draw point offset for pawn if current JobDriver inherits JobDriverWithOffsets class, else offset set to Vector3(0, 0, 0) /// </summary> /// <param name="pawn"></param> /// <returns></returns> public static Vector3 GetDrawOffset(this Pawn pawn) { if (pawn.jobs?.curDriver is JobDriverWithOffsets job) { return job.GetDrawOffset(); } return new Vector3(0, 0, 0); } /// <summary> /// Get angle offset for pawn if current JobDriver inherits JobDriverWithOffsets class, else offset set to 0.0f /// </summary> /// <param name="pawn"></param> /// <returns></returns> public static float GetAngleOffset(this Pawn pawn) { if (pawn.jobs?.curDriver is JobDriverWithOffsets job) { return job.GetAngleOffset(); } return 0.0f; } } }
lucci/rjw
1.3/Source/Utility/FM_OffsetUtils.cs
C#
unknown
1,269
using System.Linq; using RimWorld; using Verse; using rjw; namespace rjwex { /// <summary>Extension to rjw.xxx functionality</summary> public static class xxxEx { public static BodyPartGroupDef GroupDefTeeth = DefDatabase<BodyPartGroupDef>.GetNamed("Teeth"); public static void DrawNudeWithBondage(Pawn pawn, bool keep_hat_on = false) { if (!rjw.xxx.is_human(pawn)) return; if (pawn.Map != Find.CurrentMap) return; if (RJWPreferenceSettings.sex_wear == RJWPreferenceSettings.Clothing.Clothed) return; pawn.Drawer.renderer.graphics.ClearCache(); pawn.Drawer.renderer.graphics.apparelGraphics.Clear(); bool hgEnabled = RJWPreferenceSettings.sex_wear == RJWPreferenceSettings.Clothing.Headgear || keep_hat_on; foreach (Apparel current in pawn.apparel.WornApparel.Where(x => hgEnabled && (x.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.UpperHead) || x.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.FullHead)) //is apparel headgear || x is bondage_gear || x.def.thingCategories.Any(y => y.defName.ToLower().ContainsAny("vibrator", "piercing", "strapon")) )) { ApparelGraphicRecord item; //ApparelGraphicRecordGetter.TryGetGraphicApparel(current, pawn.story.bodyType, out item) by default, corrected to visible gags handler if (ResolveApparelGraphics_Patch.RJWExTryGetGraphicApparel(current, pawn.story.bodyType, out item)) { pawn.Drawer.renderer.graphics.apparelGraphics.Add(item); } } GlobalTextureAtlasManager.TryMarkPawnFrameSetDirty(pawn); } } }
lucci/rjw
1.3/Source/Utility/Gag_OffsetUtils.cs
C#
unknown
1,551
<?xml version="1.0" encoding="utf-8"?> <ModMetaData> <name>RimJobWorld - Extension</name> <author>ekss, Ed86</author> <url>https://gitgud.io/Ed86/rjw-ex</url> <supportedVersions> <li>1.1</li> <li>1.2</li> <li>1.3</li> </supportedVersions> <packageId>rimworld.ekss.rjwex</packageId> <modDependencies> <li> <packageId>rim.job.world</packageId> <displayName>RimJobWorld</displayName> <downloadUrl>https://gitgud.io/Ed86/rjw</downloadUrl> </li> <li> <packageId>brrainz.harmony</packageId> <displayName>Harmony</displayName> <downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl> <steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl> </li> <li> <packageId>UnlimitedHugs.HugsLib</packageId> <displayName>HugsLib</displayName> <downloadUrl>https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest</downloadUrl> <steamWorkshopUrl>steam://url/CommunityFilePage/818773962</steamWorkshopUrl> </li> </modDependencies> <loadAfter> <li>brrainz.harmony</li> <li>UnlimitedHugs.HugsLib</li> <li>rim.job.world</li> </loadAfter> <description> <![CDATA[ Additional features to RimJobWorld: - fuck machines - anal plugs - bondage gear ]]> </description> </ModMetaData>
lucci/rjw
About/About.xml
XML
unknown
1,285
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Manifest> <identifier>RimJobWorld Extension</identifier> <version>1.3.2</version> <dependencies> <li>RimJobWorld</li> </dependencies> <incompatibleWith /> <loadBefore> </loadBefore> <loadAfter> <li>RimJobWorld</li> </loadAfter> <manifestUri>https://gitgud.io/Ed86/rjw-ex/raw/master/About/Manifest.xml</manifestUri> <downloadUri>https://gitgud.io/Ed86/rjw-ex</downloadUri> </Manifest>
lucci/rjw
About/Manifest.xml
XML
unknown
458
And why would you read me? Mod git: https://gitgud.io/Ed86/rjw-ex Discord: https://discord.gg/CXwHhv8 LoversLab: https://www.loverslab.com/files/file/13075-rjw-rimjobworld-extension/ Requirements: Harmony Hugslib Rimjobworld (https://gitgud.io/Ed86/rjw) Additional features to RimJobWorld: - fuck machines - anal plugs - bondage gear
lucci/rjw
README.md
Markdown
unknown
363
############################################################################### # Set default behavior to automatically normalize line endings. ############################################################################### * text=auto ############################################################################### # Set default behavior for command prompt diff. # # This is need for earlier builds of msysgit that does not have it on by # default for csharp files. # Note: This is only used by command line ############################################################################### #*.cs diff=csharp ############################################################################### # Set the merge driver for project and solution files # # Merging from the command prompt will add diff markers to the files if there # are conflicts (Merging from VS is not affected by the settings below, in VS # the diff markers are never inserted). Diff markers may cause the following # file extensions to fail to load in VS. An alternative would be to treat # these files as binary and thus will always conflict and require user # intervention with every merge. To do so, just uncomment the entries below ############################################################################### #*.sln merge=binary #*.csproj merge=binary #*.vbproj merge=binary #*.vcxproj merge=binary #*.vcproj merge=binary #*.dbproj merge=binary #*.fsproj merge=binary #*.lsproj merge=binary #*.wixproj merge=binary #*.modelproj merge=binary #*.sqlproj merge=binary #*.wwaproj merge=binary ############################################################################### # behavior for image files # # image files are treated as binary by default. ############################################################################### #*.jpg binary #*.png binary #*.gif binary ############################################################################### # diff behavior for common document formats # # Convert binary document formats to text before diffing them. This feature # is only available from the command line. Turn it on by uncommenting the # entries below. ############################################################################### #*.doc diff=astextplain #*.DOC diff=astextplain #*.docx diff=astextplain #*.DOCX diff=astextplain #*.dot diff=astextplain #*.DOT diff=astextplain #*.pdf diff=astextplain #*.PDF diff=astextplain #*.rtf diff=astextplain #*.RTF diff=astextplain
Iscariot8301/rimworld
.gitattributes
Git
unknown
2,518
## Ignore Visual Studio temporary files, build results, and ## files generated by popular Visual Studio add-ons. ## ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore # User-specific files *.rsuser *.suo *.user *.userosscache *.sln.docstates # User-specific files (MonoDevelop/Xamarin Studio) *.userprefs # Build results [Dd]ebug/ [Dd]ebugPublic/ [Rr]elease/ [Rr]eleases/ x64/ x86/ [Aa][Rr][Mm]/ [Aa][Rr][Mm]64/ bld/ [Bb]in/ [Oo]bj/ [Ll]og/ # Visual Studio 2015/2017 cache/options directory .vs/ # Uncomment if you have tasks that create the project's static files in wwwroot #wwwroot/ # Visual Studio 2017 auto generated files Generated\ Files/ # MSTest test Results [Tt]est[Rr]esult*/ [Bb]uild[Ll]og.* # NUNIT *.VisualState.xml TestResult.xml # Build Results of an ATL Project [Dd]ebugPS/ [Rr]eleasePS/ dlldata.c # Benchmark Results BenchmarkDotNet.Artifacts/ # .NET Core project.lock.json project.fragment.lock.json artifacts/ # StyleCop StyleCopReport.xml # Files built by Visual Studio *_i.c *_p.c *_h.h *.ilk *.meta *.obj *.iobj *.pch *.pdb *.ipdb *.pgc *.pgd *.rsp *.sbr *.tlb *.tli *.tlh *.tmp *.tmp_proj *_wpftmp.csproj *.log *.vspscc *.vssscc .builds *.pidb *.svclog *.scc # Chutzpah Test files _Chutzpah* # Visual C++ cache files ipch/ *.aps *.ncb *.opendb *.opensdf *.sdf *.cachefile *.VC.db *.VC.VC.opendb # Visual Studio profiler *.psess *.vsp *.vspx *.sap # Visual Studio Trace Files *.e2e # TFS 2012 Local Workspace $tf/ # Guidance Automation Toolkit *.gpState # ReSharper is a .NET coding add-in _ReSharper*/ *.[Rr]e[Ss]harper *.DotSettings.user # JustCode is a .NET coding add-in .JustCode # TeamCity is a build add-in _TeamCity* # DotCover is a Code Coverage Tool *.dotCover # AxoCover is a Code Coverage Tool .axoCover/* !.axoCover/settings.json # Visual Studio code coverage results *.coverage *.coveragexml # NCrunch _NCrunch_* .*crunch*.local.xml nCrunchTemp_* # MightyMoose *.mm.* AutoTest.Net/ # Web workbench (sass) .sass-cache/ # Installshield output folder [Ee]xpress/ # DocProject is a documentation generator add-in DocProject/buildhelp/ DocProject/Help/*.HxT DocProject/Help/*.HxC DocProject/Help/*.hhc DocProject/Help/*.hhk DocProject/Help/*.hhp DocProject/Help/Html2 DocProject/Help/html # Click-Once directory publish/ # Publish Web Output *.[Pp]ublish.xml *.azurePubxml # Note: Comment the next line if you want to checkin your web deploy settings, # but database connection strings (with potential passwords) will be unencrypted *.pubxml *.publishproj # Microsoft Azure Web App publish settings. Comment the next line if you want to # checkin your Azure Web App publish settings, but sensitive information contained # in these scripts will be unencrypted PublishScripts/ # NuGet Packages *.nupkg # The packages folder can be ignored because of Package Restore **/[Pp]ackages/* # except build/, which is used as an MSBuild target. !**/[Pp]ackages/build/ # Uncomment if necessary however generally it will be regenerated when needed #!**/[Pp]ackages/repositories.config # NuGet v3's project.json files produces more ignorable files *.nuget.props *.nuget.targets # Microsoft Azure Build Output csx/ *.build.csdef # Microsoft Azure Emulator ecf/ rcf/ # Windows Store app package directories and files AppPackages/ BundleArtifacts/ Package.StoreAssociation.xml _pkginfo.txt *.appx # Visual Studio cache files # files ending in .cache can be ignored *.[Cc]ache # but keep track of directories ending in .cache !?*.[Cc]ache/ # Others ClientBin/ ~$* *~ *.dbmdl *.dbproj.schemaview *.jfm *.pfx *.publishsettings orleans.codegen.cs # Including strong name files can present a security risk # (https://github.com/github/gitignore/pull/2483#issue-259490424) #*.snk # Since there are multiple workflows, uncomment next line to ignore bower_components # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) #bower_components/ # RIA/Silverlight projects Generated_Code/ # Backup & report files from converting an old project file # to a newer Visual Studio version. Backup files are not needed, # because we have git ;-) _UpgradeReport_Files/ Backup*/ UpgradeLog*.XML UpgradeLog*.htm ServiceFabricBackup/ *.rptproj.bak # SQL Server files *.mdf *.ldf *.ndf # Business Intelligence projects *.rdl.data *.bim.layout *.bim_*.settings *.rptproj.rsuser *- Backup*.rdl # Microsoft Fakes FakesAssemblies/ # GhostDoc plugin setting file *.GhostDoc.xml # Node.js Tools for Visual Studio .ntvs_analysis.dat node_modules/ # Visual Studio 6 build log *.plg # Visual Studio 6 workspace options file *.opt # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) *.vbw # Visual Studio LightSwitch build output **/*.HTMLClient/GeneratedArtifacts **/*.DesktopClient/GeneratedArtifacts **/*.DesktopClient/ModelManifest.xml **/*.Server/GeneratedArtifacts **/*.Server/ModelManifest.xml _Pvt_Extensions # Paket dependency manager .paket/paket.exe paket-files/ # FAKE - F# Make .fake/ # JetBrains Rider .idea/ *.sln.iml # CodeRush personal settings .cr/personal # Python Tools for Visual Studio (PTVS) __pycache__/ *.pyc # Cake - Uncomment if you are using it # tools/** # !tools/packages.config # Tabs Studio *.tss # Telerik's JustMock configuration file *.jmconfig # BizTalk build output *.btp.cs *.btm.cs *.odx.cs *.xsd.cs # OpenCover UI analysis results OpenCover/ # Azure Stream Analytics local run output ASALocalRun/ # MSBuild Binary and Structured Log *.binlog # NVidia Nsight GPU debugger configuration file *.nvuser # MFractors (Xamarin productivity tool) working folder .mfractor/ # Local History for Visual Studio .localhistory/ # BeatPulse healthcheck temp database healthchecksdb
Iscariot8301/rimworld
.gitignore
Git
unknown
5,745
<?xml version="1.0" encoding="utf-8"?> <ModMetaData> <name>Rimworld-Animations</name> <author>C0ffee</author> <url>https://gitgud.io/Platinumspoons/rimworld-animations/</url> <supportedVersions> <li>1.1</li> </supportedVersions> <packageId>platinumspoons.rimworld.animations</packageId> <modDependencies> <li> <packageId>brrainz.harmony</packageId> <displayName>Harmony</displayName> <steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl> <downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl> </li> <li> <packageId>UnlimitedHugs.HugsLib</packageId> <displayName>HugsLib</displayName> <downloadUrl>https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest</downloadUrl> <steamWorkshopUrl>steam://url/CommunityFilePage/818773962</steamWorkshopUrl> </li> <li> <packageId>rim.job.world</packageId> <displayName>RimJobWorld</displayName> <downloadUrl>https://www.loverslab.com/topic/110270-mod-rimjobworld/</downloadUrl> </li> </modDependencies> <loadAfter> <li>UnlimitedHugs.HugsLib</li> <li>brrainz.harmony</li> <li>rim.job.world</li> </loadAfter> <description> Rimworld Animations! Hurray! Questions or bugs? Chat with me on the forums: https://www.loverslab.com/topic/140386-rjw-animations/ Or on the rjw discord: https://discord.gg/CXwHhv8 </description> </ModMetaData>
Iscariot8301/rimworld
About/About.xml
XML
unknown
1,434
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Quadruped_Doggystyle</defName> <label>quadruped doggystyle</label> <sounds>true</sounds> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> <li>Wolf_Timber</li> <li>Wolf_Arctic</li> </defNames> <isFucking>true</isFucking> </li> </actors> <animationStages> <li> <stageName>Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>765</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>27.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <!--Receiving Human--> <tickDuration>10</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>5.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>56.7</bodyAngle> <headAngle>7.5</headAngle> <bodyOffsetX>0.057</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Dog--> <tickDuration>8</tickDuration> <bodyAngle>-33.7</bodyAngle> <headAngle>0</headAngle> <!--Dogs don't have separate head meshes--> <bodyOffsetX>-0.492</bodyOffsetX> <bodyOffsetZ>0.266</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <!--Dogs don't have separate head meshes--> <headBob>0</headBob> </li> <li> <tickDuration>8</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-33.7</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.492</bodyOffsetX> <bodyOffsetZ>0.266</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Knot</stageName> <isLooping>False</isLooping> <playTimeTicks>71</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>60</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>53.7</bodyAngle> <headAngle>28.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>51.7</bodyAngle> <headAngle>33.4</headAngle> <bodyOffsetX>0.098</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Dog--> <tickDuration>60</tickDuration> <bodyAngle>-33.7</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.492</bodyOffsetX> <bodyOffsetZ>0.266</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>4</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-41.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.383</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>600</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>40</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>40</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>57.7</bodyAngle> <headAngle>28.4</headAngle> <bodyOffsetX>0.073</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>53.7</bodyAngle> <headAngle>25.4</headAngle> <bodyOffsetX>0.068</bodyOffsetX> <bodyOffsetZ>-0.038</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <!--Dog--> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-40.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.358</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>-39.6</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>-0.353</bodyOffsetX> <bodyOffsetZ>0.256</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
Iscariot8301/rimworld
Defs/AnimationDefs/Animations_Beast.xml
XML
unknown
42,465
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Tribadism</defName> <label>scissoring</label> <sounds>true</sounds> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <requiredGenitals> <li>Vagina</li> </requiredGenitals> </li> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> <requiredGenitals> <li>Vagina</li> </requiredGenitals> </li> </actors> <animationStages> <li> <stageName>Tribbing</stageName> <isLooping>true</isLooping> <playTimeTicks>992</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Active female right--> <tickDuration>20</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>23.82</bodyAngle> <headAngle>-6.90</headAngle> <bodyOffsetX>0.432</bodyOffsetX> <bodyOffsetZ>0.403</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>5.19</bodyAngle> <headAngle>-6.19</headAngle> <bodyOffsetX>0.442</bodyOffsetX> <bodyOffsetZ>0.388</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--Passive female left--> <tickDuration>20</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>20</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>TribadismFast</stageName> <isLooping>true</isLooping> <playTimeTicks>682</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <!--Active female right--> <tickDuration>10</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>23.82</bodyAngle> <headAngle>-6.90</headAngle> <bodyOffsetX>0.432</bodyOffsetX> <bodyOffsetZ>0.403</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>5.19</bodyAngle> <headAngle>-6.19</headAngle> <bodyOffsetX>0.442</bodyOffsetX> <bodyOffsetZ>0.388</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9.97</bodyAngle> <headAngle>-7.61</headAngle> <bodyOffsetX>0.444</bodyOffsetX> <bodyOffsetZ>0.368</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <!--head turn--> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-77.66</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-77.74</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-73.04</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <!--Passive female left--> <tickDuration>10</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-79.56</bodyAngle> <headAngle>-79.56</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.082</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>-81.53</bodyAngle> <headAngle>-81.53</headAngle> <bodyOffsetX>-0.219</bodyOffsetX> <bodyOffsetZ>0.07</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Slimy</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>-81.3</bodyAngle> <headAngle>-81.3</headAngle> <bodyOffsetX>-0.218</bodyOffsetX> <bodyOffsetZ>0.073</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
Iscariot8301/rimworld
Defs/AnimationDefs/Animations_Lesbian.xml
XML
unknown
25,492
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- <rjw.AnimationDef> Todo: tell Ed to uncomment start() and end() in jobdrivers </rjw.AnimationDef> --> </Defs>
Iscariot8301/rimworld
Defs/AnimationDefs/Animations_Masturbate.xml
XML
unknown
181
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Double_Penetration</defName> <label>double penetration</label> <sounds>true</sounds> <actors> <li> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> <li>Human</li> </defNames> <isFucking>true</isFucking> </li> <li> <defNames> <li>Human</li> </defNames> <isFucking>true</isFucking> </li> </actors> <animationStages> <li> <stageName>Slow</stageName> <isLooping>true</isLooping> <playTimeTicks>976</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Female Pawn--> <keyframes> <li> <tickDuration>25</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>48.1</bodyAngle> <headAngle>16.3</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.188</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Right (blow)--> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>30</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Left (fuck)--> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>27</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>33</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Face_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>650</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Female Pawn--> <keyframes> <li> <tickDuration>13</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>6</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.08</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Right (blow)--> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>13</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>2</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>12</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Left (fuck)--> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>13</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>12</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>392</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Female Pawn--> <keyframes> <li> <tickDuration>9</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.056</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>4</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.056</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>120</tickDuration> <bodyAngle>60.7</bodyAngle> <headAngle>5.6</headAngle> <bodyOffsetX>0.025</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.056</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>1</tickDuration> <bodyAngle>62.7</bodyAngle> <headAngle>0.2</headAngle> <bodyOffsetX>0.01</bodyOffsetX> <bodyOffsetZ>0.118</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Right (blow)--> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>9</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>8</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.729</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>120</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-15.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>7</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>9</bodyAngle> <headAngle>-14.1</headAngle> <bodyOffsetX>0.674</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>3</bodyFacing> <headFacing>3</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <!--Male Pawn Left (fuck)--> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>9</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>8</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Fuck</soundEffect> <tickDuration>8</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>9</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Cum</soundEffect> <tickDuration>120</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>14.1</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>30</tickDuration> <bodyAngle>-6.7</bodyAngle> <headAngle>-7</headAngle> <bodyOffsetX>-0.53</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>8.7</bodyAngle> <headAngle>15.1</headAngle> <bodyOffsetX>-0.70</bodyOffsetX> <bodyOffsetZ>0.378</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
Iscariot8301/rimworld
Defs/AnimationDefs/Animations_Multi.xml
XML
unknown
23,638
<?xml version="1.0" encoding="utf-8" ?> <Defs> <Rimworld_Animations.AnimationDef> <defName>Doggystyle</defName> <label>doggystyle</label> <sounds>true</sounds> <actors> <li> <!--each type cooresponds to an animation clip in each animationStage--> <defNames> <li>Human</li> </defNames> <isFucked>true</isFucked> </li> <li> <defNames> <li>Human</li> </defNames> <isFucking>true</isFucking> </li> </actors> <animationStages> <li> <stageName>Slow_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>612</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <headBob>0</headBob> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>2</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>10</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <headBob>0</headBob> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <headBob>0</headBob> <tickDuration>10</tickDuration> <bodyAngle>16.6</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>3</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>40</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-17</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>5.4</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>16.6</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>3</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Fast_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>609</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>8</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>1</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <headAngle>4</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>1</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>8</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>12</tickDuration> <soundEffect>Fuck</soundEffect> <bodyAngle>-12</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>9</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>300</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>8</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Cum</soundEffect> <tickDuration>100</tickDuration> <bodyAngle>32</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <headAngle>-1</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>35</bodyAngle> <bodyOffsetX>0.326</bodyOffsetX> <bodyOffsetZ>0.190</bodyOffsetZ> <headAngle>-14</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>27</bodyAngle> <bodyOffsetX>0.298</bodyOffsetX> <bodyOffsetZ>0.166</bodyOffsetZ> <headAngle>0</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <layer>LayingPawn</layer> <keyframes> <li> <tickDuration>8</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>-8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>100</tickDuration> <bodyAngle>-12</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>-9</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>12</tickDuration> <bodyAngle>-15</bodyAngle> <bodyOffsetX>-0.227</bodyOffsetX> <bodyOffsetZ>0.272</bodyOffsetZ> <headAngle>-4</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>11</bodyAngle> <bodyOffsetX>-0.217</bodyOffsetX> <bodyOffsetZ>0.175</bodyOffsetZ> <headAngle>-8</headAngle> <bodyFacing>1</bodyFacing> <headFacing>1</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> <Rimworld_Animations.AnimationDef> <defName>Blowjob</defName> <label>blowjob</label> <sounds>true</sounds> <actors> <li> <!--each type cooresponds to an animation clip in each animationStage--> <defNames> <li>Human</li> </defNames> </li> <li> <defNames> <li>Human</li> </defNames> <isFucking>true</isFucking> </li> </actors> <animationStages> <li> <stageName>Slow_Suck</stageName> <isLooping>true</isLooping> <playTimeTicks>1140</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.16</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.15</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle></bodyAngle> <headAngle>6</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.13</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>-4</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.33</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.12</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>35</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>59</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.490</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.003</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Face_Fuck</stageName> <isLooping>true</isLooping> <playTimeTicks>300</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>15</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <soundEffect>Suck</soundEffect> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.270</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>15</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> <li> <stageName>Cum</stageName> <isLooping>true</isLooping> <playTimeTicks>600</playTimeTicks> <stageIndex>0</stageIndex> <animationClips> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>12</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>7</tickDuration> <soundEffect>Suck</soundEffect> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.008</headBob> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.290</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>-0.06</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>-0.255</bodyOffsetZ> <bodyFacing>0</bodyFacing> <headFacing>0</headFacing> <headBob>0</headBob> </li> </keyframes> </li> <li Class="Rimworld_Animations.PawnAnimationClip"> <keyframes> <li> <tickDuration>12</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> <li> <tickDuration>7</tickDuration> <soundEffect>Cum</soundEffect> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>7</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.50</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.04</headBob> </li> <li> <tickDuration>60</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>14</tickDuration> <bodyAngle>0</bodyAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.575</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>-0.051</headBob> </li> <li> <tickDuration>1</tickDuration> <bodyAngle>0</bodyAngle> <headAngle>0</headAngle> <bodyOffsetX>0</bodyOffsetX> <bodyOffsetZ>0.473</bodyOffsetZ> <bodyFacing>2</bodyFacing> <headFacing>2</headFacing> <headBob>0</headBob> </li> </keyframes> </li> </animationClips> </li> </animationStages> </Rimworld_Animations.AnimationDef> </Defs>
Iscariot8301/rimworld
Defs/AnimationDefs/Animations_vanilla.xml
XML
unknown
31,072
<?xml version="1.0" encoding="utf-8"?> <Defs> <JobDef> <defName>JoinInBedAnimation</defName> <driverClass>Rimworld_Animations.JobDriver_SexCasualForAnimation</driverClass> <reportString>joining someone in bed.</reportString> <casualInterruptible>false</casualInterruptible> </JobDef> <JobDef> <defName>GettinLovedAnimation</defName> <driverClass>Rimworld_Animations.JobDriver_SexBaseRecieverLovedForAnimation</driverClass> <reportString>lovin'.</reportString> <casualInterruptible>false</casualInterruptible> </JobDef> </Defs>
Iscariot8301/rimworld
Defs/JobDefs/Jobs_SexForAnim.xml
XML
unknown
572
<?xml version="1.0" encoding="utf-8"?> <Defs> <SoundDef> <defName>Cum</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/cum</clipFolderPath> </li> </grains> <volumeRange> <min>30</min> <max>40</max> </volumeRange> <pitchRange> <min>0.8</min> <max>1.2</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <sustainLoop>False</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Sex</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/kucyu04</clipFolderPath> </li> </grains> <volumeRange> <min>16</min> <max>16</max> </volumeRange> <pitchRange> <min>0.8</min> <max>1.2</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <sustainLoop>False</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Suck</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_5</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_6</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_7</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_8</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_9</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Suck/Suck_10</clipFolderPath> </li> </grains> <volumeRange> <min>20</min> <max>35</max> </volumeRange> <pitchRange> <min>1.0</min> <max>1.0</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Fuck</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_5</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_6</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_7</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Clap_8</clipFolderPath> </li> </grains> <volumeRange> <min>45</min> <max>70</max> </volumeRange> <pitchRange> <min>1.0</min> <max>1.0</max> </pitchRange> <distRange> <min>0</min> <max>51.86047</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> <SoundDef> <defName>Slimy</defName> <context>MapOnly</context> <eventNames /> <maxSimultaneous>1</maxSimultaneous> <subSounds> <li> <grains> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy1</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy2</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy3</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy4</clipFolderPath> </li> <li Class="AudioGrain_Folder"> <clipFolderPath>Sex/Slime/Slimy5</clipFolderPath> </li> </grains> <volumeRange> <min>15</min> <max>25</max> </volumeRange> <pitchRange> <min>1.4</min> <max>1.8</max> </pitchRange> <distRange> <min>0</min> <max>25</max> </distRange> <repeatMode>NeverTwice</repeatMode> <sustainLoop>false</sustainLoop> </li> </subSounds> </SoundDef> </Defs>
Iscariot8301/rimworld
Defs/SoundDefs/Sounds_Sex.xml
XML
unknown
5,511
<?xml version="1.0" encoding="utf-8" ?> <Patch> <Operation Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationConditional"> <xpath>/Defs/ThingDef/comps</xpath> <success>Always</success> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/ThingDef</xpath> <value> <comps /> </value> </nomatch> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/ThingDef/comps</xpath> <value> <li Class="Rimworld_Animations.CompProperties_BodyAnimator" /> </value> </li> </operations> </Operation> </Patch>
Iscariot8301/rimworld
Patches/AnimationPatch_CompBodyAnimator.xml
XML
unknown
681
using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; // General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("Rimworld-Animations")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("Rimworld-Animations")] [assembly: AssemblyCopyright("Copyright © 2020")] [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] // Setting ComVisible to false makes the types in this assembly not visible // to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] // The following GUID is for the ID of the typelib if this project is exposed to COM [assembly: Guid("71b05d71-67b2-4014-82cd-18c20ac0882f")] // Version information for an assembly consists of the following four values: // // Major Version // Minor Version // Build Number // Revision // // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] [assembly: AssemblyFileVersion("1.0.0.0")]
Iscariot8301/rimworld
Properties/AssemblyInfo.cs
C#
unknown
1,409
<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <PropertyGroup> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <ProjectGuid>{71B05D71-67B2-4014-82CD-18C20AC0882F}</ProjectGuid> <OutputType>Library</OutputType> <AppDesignerFolder>Properties</AppDesignerFolder> <RootNamespace>Rimworld_Animations</RootNamespace> <AssemblyName>Rimworld-Animations</AssemblyName> <TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion> <FileAlignment>512</FileAlignment> <Deterministic>true</Deterministic> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>false</DebugSymbols> <DebugType>none</DebugType> <Optimize>false</Optimize> <OutputPath>1.1\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <DebugType>none</DebugType> <Optimize>true</Optimize> <OutputPath>bin\Release\</OutputPath> <DefineConstants>TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <ItemGroup> <Reference Include="0Harmony, Version=2.0.0.8, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>..\..\..\..\workshop\content\294100\2009463077\v1.1\Assemblies\0Harmony.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Assembly-CSharp, Version=1.1.7397.36407, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="RJW, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>..\rjw-master\1.1\Assemblies\RJW.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="System" /> <Reference Include="System.Core" /> <Reference Include="System.Xml.Linq" /> <Reference Include="System.Data.DataSetExtensions" /> <Reference Include="Microsoft.CSharp" /> <Reference Include="System.Data" /> <Reference Include="System.Net.Http" /> <Reference Include="System.Xml" /> <Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL"> <SpecificVersion>False</SpecificVersion> <HintPath>..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath> <Private>False</Private> </Reference> </ItemGroup> <ItemGroup> <Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Source\Actors\Actor.cs" /> <Compile Include="Source\Animations\AnimationStage.cs" /> <Compile Include="Source\Animations\Clips\BaseAnimationClip.cs" /> <Compile Include="Source\Animations\Clips\PawnAnimationClip.cs" /> <Compile Include="Source\Animations\Clips\ThingAnimationClip.cs" /> <Compile Include="Source\Animations\Keyframes\Keyframe.cs" /> <Compile Include="Source\Animations\Keyframes\PawnKeyframe.cs" /> <Compile Include="Source\Animations\Keyframes\ThingKeyframe.cs" /> <Compile Include="Source\AnimationUtility.cs" /> <Compile Include="Source\Comps\CompBodyAnimator.cs" /> <Compile Include="Source\Comps\CompProperties_BodyAnimator.cs" /> <Compile Include="Source\Comps\CompProperties_ThingAnimator.cs" /> <Compile Include="Source\Comps\CompThingAnimator.cs" /> <Compile Include="Source\Defs\AnimationDef.cs" /> <Compile Include="Source\JobDrivers\JobDriver_SexBaseRecieverLovedForAnimation.cs" /> <Compile Include="Source\JobDrivers\JobDriver_SexCasualForAnimation.cs" /> <Compile Include="Source\MainTabWindows\MainTabWindow_SexAnimator.cs" /> <Compile Include="Source\Patches\HarmonyPatch_AlienRace.cs" /> <Compile Include="Source\Patches\HarmonyPatch_FacialAnimation.cs" /> <Compile Include="Source\Patches\HarmonyPatch_PawnRenderer.cs" /> <Compile Include="Source\Patches\HarmonyPatch_Pawn_DrawTracker.cs" /> <Compile Include="Source\Patches\HarmonyPatch_ShowHairWithHats.cs" /> <Compile Include="Source\Patches\Harmony_PatchAll.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_DoLovinAnimationPatch.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_JobDriver_SexBaseInitiator.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_JoinInBedGiveJob.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_SexTick.cs" /> <Compile Include="Source\Patches\rjwPatches\HarmonyPatch_WorkGiverSex.cs" /> </ItemGroup> <ItemGroup /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
Iscariot8301/rimworld
Rimworld-Animations.csproj
csproj
unknown
5,542
 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 16 VisualStudioVersion = 16.0.29905.134 MinimumVisualStudioVersion = 10.0.40219.1 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Rimworld-Animations", "Rimworld-Animations.csproj", "{71B05D71-67B2-4014-82CD-18C20AC0882F}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU Release|Any CPU = Release|Any CPU EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {71B05D71-67B2-4014-82CD-18C20AC0882F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {71B05D71-67B2-4014-82CD-18C20AC0882F}.Debug|Any CPU.Build.0 = Debug|Any CPU {71B05D71-67B2-4014-82CD-18C20AC0882F}.Release|Any CPU.ActiveCfg = Release|Any CPU {71B05D71-67B2-4014-82CD-18C20AC0882F}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution SolutionGuid = {7E01292A-D76F-4CA3-AA64-085B84ECD905} EndGlobalSection EndGlobal
Iscariot8301/rimworld
Rimworld-Animations.sln
sln
unknown
1,118
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace Rimworld_Animations { public class Actor { public List<string> defNames; public List<string> requiredGenitals; public bool activeRole = false; public string gender; public bool isFucking = false; public bool isFucked = false; public Vector3 offset = new Vector3(0, 0, 0); } }
Iscariot8301/rimworld
Source/Actors/Actor.cs
C#
unknown
489
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using UnityEngine; using Verse; using Verse.AI; namespace Rimworld_Animations { public static class AnimationUtility { /* Note: always make the list in this order: Female pawns, animal female pawns, male pawns, animal male pawns */ public static AnimationDef tryFindAnimation(ref List<Pawn> participants) { //aggressors first participants = participants.OrderByDescending(p => p.jobs.curDriver is rjw.JobDriver_SexBaseInitiator).ToList(); //fucked first, fucking second participants = participants.OrderBy(p => rjw.xxx.can_fuck(p)).ToList(); List<Pawn> localParticipants = new List<Pawn>(participants); IEnumerable<AnimationDef> options = DefDatabase<AnimationDef>.AllDefs.Where((AnimationDef x) => { if (x.actors.Count != localParticipants.Count) { return false; } for (int i = 0; i < x.actors.Count; i++) { if(x.actors[i].defNames.Contains("Human")) { if (!rjw.xxx.is_human(localParticipants[i])) { if(rjw.RJWSettings.DevMode) { Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is not human"); } return false; } } else { if (!x.actors[i].defNames.Contains(localParticipants[i].def.defName)) { if (rjw.RJWSettings.DevMode) { Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " is not "); foreach(String defname in x.actors[i].defNames) { Log.Message(defname + ", "); } } return false; } } if(x.actors[i].requiredGenitals != null && x.actors[i].requiredGenitals.Contains("Vagina")) { if (!rjw.Genital_Helper.has_vagina(localParticipants[i])) { Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " doesn't have vagina"); return false; } } //TESTING ANIMATIONS ONLY REMEMBER TO COMMENT OUT BEFORE PUSH /* if (x.defName != "Tribadism") return false; */ if (x.actors[i].isFucking && !rjw.xxx.can_fuck(localParticipants[i])) { Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " can't fuck"); return false; } if (x.actors[i].isFucked && !rjw.xxx.can_be_fucked(localParticipants[i])) { Log.Message(x.defName.ToStringSafe() + " not selected -- " + localParticipants[i].def.defName.ToStringSafe() + " " + localParticipants[i].Name.ToStringSafe() + " can't be fucked"); return false; } } return true; }); if (options != null && options.Any()) { Log.Message("Randomly selecting animation..."); return options.RandomElement(); } else return null; } public static void RenderPawnHeadMeshInAnimation(Mesh mesh, Vector3 loc, Quaternion quaternion, Material material, bool portrait, Pawn pawn) { if(pawn == null) { GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, portrait); return; } CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); if (pawnAnimator == null || !pawnAnimator.isAnimating || portrait) { GenDraw.DrawMeshNowOrLater(mesh, loc, quaternion, material, portrait); } else { Vector3 pawnHeadPosition = pawnAnimator.getPawnHeadPosition(); pawnHeadPosition.y = loc.y; GenDraw.DrawMeshNowOrLater(mesh, pawnHeadPosition, Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up), material, portrait); } } } }
Iscariot8301/rimworld
Source/AnimationUtility.cs
C#
unknown
5,027
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public class AnimationStage { public string stageName; public int stageIndex; public int playTimeTicks = 0; public bool isLooping; public List<BaseAnimationClip> animationClips; public void initialize() { foreach (BaseAnimationClip clip in animationClips) { clip.buildSimpleCurves(); //select playTimeTicks as longest playtime of all the animations if(clip.duration > playTimeTicks) { playTimeTicks = clip.duration; } } } } }
Iscariot8301/rimworld
Source/Animations/AnimationStage.cs
C#
unknown
756
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using Verse; namespace Rimworld_Animations { public abstract class BaseAnimationClip { public List<ThingDef> types; //types of participants public int duration; public abstract void buildSimpleCurves(); public string soundDef = null; //for playing sounds public int actor; } }
Iscariot8301/rimworld
Source/Animations/Clips/BaseAnimationClip.cs
C#
unknown
466
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using Verse; namespace Rimworld_Animations { public class PawnAnimationClip : BaseAnimationClip { public List<PawnKeyframe> keyframes; public AltitudeLayer layer = AltitudeLayer.Pawn; public Dictionary<int, string> SoundEffects = new Dictionary<int, string>(); public SimpleCurve BodyAngle = new SimpleCurve(); public SimpleCurve HeadAngle = new SimpleCurve(); public SimpleCurve HeadBob = new SimpleCurve(); public SimpleCurve BodyOffsetX = new SimpleCurve(); public SimpleCurve BodyOffsetZ = new SimpleCurve(); public SimpleCurve HeadFacing = new SimpleCurve(); public SimpleCurve BodyFacing = new SimpleCurve(); public override void buildSimpleCurves() { int duration = 0; //getting the length of the whole clip foreach(PawnKeyframe frame in keyframes) { duration += frame.tickDuration; } //guarantees loops don't get cut off mid-anim this.duration = duration; int keyframePosition = 0; foreach (PawnKeyframe frame in keyframes) { if (frame.atTick.HasValue) { if (frame.bodyAngle.HasValue) BodyAngle.Add((float)frame.atTick / (float)duration, frame.bodyAngle.Value, true); if (frame.headAngle.HasValue) HeadAngle.Add((float)frame.atTick / (float)duration, frame.headAngle.Value, true); if (frame.bodyOffsetX.HasValue) BodyOffsetX.Add((float)frame.atTick / (float)duration, frame.bodyOffsetX.Value, true); if (frame.bodyOffsetZ.HasValue) BodyOffsetZ.Add((float)frame.atTick / (float)duration, frame.bodyOffsetZ.Value, true); if (frame.headFacing.HasValue) HeadFacing.Add((float)frame.atTick / (float)duration, frame.headFacing.Value, true); if (frame.bodyFacing.HasValue) BodyFacing.Add((float)frame.atTick / (float)duration, frame.bodyFacing.Value, true); if (frame.headBob.HasValue) HeadBob.Add((float)frame.atTick / (float)duration, frame.headBob.Value, true); if (frame.soundEffect != null) { SoundEffects.Add((int)frame.atTick, frame.soundEffect); } } else { if (frame.bodyAngle.HasValue) BodyAngle.Add((float)keyframePosition / (float)duration, frame.bodyAngle.Value, true); if (frame.headAngle.HasValue) HeadAngle.Add((float)keyframePosition / (float)duration, frame.headAngle.Value, true); if (frame.bodyOffsetX.HasValue) BodyOffsetX.Add((float)keyframePosition / (float)duration, frame.bodyOffsetX.Value, true); if (frame.bodyOffsetZ.HasValue) BodyOffsetZ.Add((float)keyframePosition / (float)duration, frame.bodyOffsetZ.Value, true); if (frame.headFacing.HasValue) HeadFacing.Add((float)keyframePosition / (float)duration, frame.headFacing.Value, true); if (frame.bodyFacing.HasValue) BodyFacing.Add((float)keyframePosition / (float)duration, frame.bodyFacing.Value, true); if (frame.headBob.HasValue) HeadBob.Add((float)keyframePosition / (float)duration, frame.headBob.Value, true); if (frame.soundEffect != null) { SoundEffects.Add(keyframePosition, frame.soundEffect); } keyframePosition += frame.tickDuration; } } } } }
Iscariot8301/rimworld
Source/Animations/Clips/PawnAnimationClip.cs
C#
unknown
4,065
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public class ThingAnimationClip : BaseAnimationClip { public List<ThingKeyframe> keyframes; public override void buildSimpleCurves() { } } }
Iscariot8301/rimworld
Source/Animations/Clips/ThingAnimationClip.cs
C#
unknown
330
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public abstract class Keyframe { public int tickDuration = 1; } }
Iscariot8301/rimworld
Source/Animations/Keyframes/Keyframe.cs
C#
unknown
256
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnKeyframe : Keyframe { public float? bodyAngle; public float? headAngle; public float? bodyOffsetZ; public float? bodyOffsetX; public float? headBob; //todo: add headOffsets l/r? public int? bodyFacing; public int? headFacing; public string soundEffect; public float? atTick; } }
Iscariot8301/rimworld
Source/Animations/Keyframes/PawnKeyframe.cs
C#
unknown
558
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public class ThingKeyframe : Keyframe { } }
Iscariot8301/rimworld
Source/Animations/Keyframes/ThingKeyframe.cs
C#
unknown
208
using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Text; using System.Threading.Tasks; using RimWorld; using rjw; using UnityEngine; using Verse; using Verse.Sound; namespace Rimworld_Animations { class CompBodyAnimator : ThingComp { public Pawn pawn => base.parent as Pawn; public PawnGraphicSet Graphics; public CompProperties_BodyAnimator Props => (CompProperties_BodyAnimator)(object)base.props; public bool isAnimating { get { return Animating; } set { Animating = value; if(value == true) { xxx.DrawNude(pawn); } else { pawn.Drawer.renderer.graphics.ResolveAllGraphics(); resetPosition = true; } PortraitsCache.SetDirty(pawn); } } public bool resetPosition { get { if (resetPos) { resetPos = false; return true; } return false; } set { resetPos = value; } } private bool Animating, resetPos = false; private bool mirror = false; private int actor; private int animTicks = 0, stageTicks = 0, clipTicks = 0; private int curStage = 0; private float clipPercent = 0; public IntVec3 positionReset; public Vector3 anchor, deltaPos, headBob; public float bodyAngle, headAngle; public Rot4 headFacing, bodyFacing; private AnimationDef anim; private AnimationStage stage => anim.animationStages[curStage]; private PawnAnimationClip clip => (PawnAnimationClip)stage.animationClips[actor]; public void setAnchor(IntVec3 pos) { positionReset = pos; anchor = pos.ToVector3Shifted(); } public void setAnchor(Thing thing) { //center on bed positionReset = thing.Position; if(thing is Building_Bed) { anchor = thing.Position.ToVector3(); if (((Building_Bed)thing).SleepingSlotsCount == 2) { if (thing.Rotation.AsInt == 0) { anchor.x += 1; anchor.z += 1; } else if (thing.Rotation.AsInt == 1) { anchor.x += 1; } else if(thing.Rotation.AsInt == 3) { anchor.z += 1; } } else { if(thing.Rotation.AsInt == 0) { anchor.x += 0.5f; anchor.z += 1f; } else if(thing.Rotation.AsInt == 1) { anchor.x += 1f; anchor.z += 0.5f; } else if(thing.Rotation.AsInt == 2) { anchor.x += 0.5f; } else { anchor.z += 0.5f; } } } else { anchor = thing.Position.ToVector3Shifted(); } } public void StartAnimation(AnimationDef anim, int actor, bool mirror = false) { isAnimating = true; pawn.jobs.posture = PawnPosture.Standing; this.actor = actor; this.anim = anim; this.mirror = mirror; curStage = 0; animTicks = 0; stageTicks = 0; clipTicks = 0; //tick once for initialization tickAnim(); } public override void CompTick() { base.CompTick(); if(isAnimating) { tickAnim(); if (pawn?.jobs?.curDriver == null || (pawn?.jobs?.curDriver != null && !(pawn?.jobs?.curDriver is rjw.JobDriver_Sex))) { isAnimating = false; } } } public void animatePawn(ref Vector3 rootLoc, ref float angle, ref Rot4 bodyFacing, ref Rot4 headFacing) { if(!isAnimating) { return; } rootLoc = anchor + deltaPos; angle = bodyAngle; bodyFacing = this.bodyFacing; headFacing = this.headFacing; } public void tickGraphics(PawnGraphicSet graphics) { this.Graphics = graphics; } public void tickAnim() { if (!isAnimating) return; animTicks++; if (animTicks < anim.animationTimeTicks) { tickStage(); } else { isAnimating = false; } } public void tickStage() { stageTicks++; if(stageTicks >= stage.playTimeTicks) { curStage++; stageTicks = 0; clipTicks = 0; clipPercent = 0; } tickClip(); } public void tickClip() { clipTicks++; //play sound effect if(rjw.RJWSettings.sounds_enabled && clip.SoundEffects.ContainsKey(clipTicks)) { SoundDef.Named(clip.SoundEffects[clipTicks]).PlayOneShot(new TargetInfo(pawn.Position, pawn.Map)); } //loop animation if possible if (clipPercent >= 1 && stage.isLooping) { clipTicks = 1;//warning: don't set to zero or else calculations go wrong } clipPercent = (float)clipTicks / (float)clip.duration; calculateDrawValues(); } public void calculateDrawValues() { deltaPos = new Vector3(clip.BodyOffsetX.Evaluate(clipPercent) * (mirror ? -1 : 1), clip.layer.AltitudeFor(), clip.BodyOffsetZ.Evaluate(clipPercent)); bodyAngle = clip.BodyAngle.Evaluate(clipPercent) * (mirror ? -1 : 1); headAngle = clip.HeadAngle.Evaluate(clipPercent) * (mirror ? -1 : 1); bodyFacing = mirror ? new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)).Opposite : new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)); bodyFacing = new Rot4((int)clip.BodyFacing.Evaluate(clipPercent)); if(bodyFacing.IsHorizontal && mirror) { bodyFacing = bodyFacing.Opposite; } headFacing = new Rot4((int)clip.HeadFacing.Evaluate(clipPercent)); if(headFacing.IsHorizontal && mirror) { headFacing = headFacing.Opposite; } headBob = new Vector3(0, 0, clip.HeadBob.Evaluate(clipPercent)); } public Vector3 getPawnHeadPosition() { return anchor + deltaPos + Quaternion.AngleAxis(bodyAngle, Vector3.up) * (pawn.Drawer.renderer.BaseHeadOffsetAt(headFacing) + headBob); } public override void PostExposeData() { base.PostExposeData(); Scribe_Defs.Look(ref anim, "anim"); Scribe_Values.Look(ref animTicks, "animTicks", 1); Scribe_Values.Look(ref stageTicks, "stageTicks", 1); Scribe_Values.Look(ref clipTicks, "clipTicks", 1); Scribe_Values.Look(ref clipPercent, "clipPercent", 1); Scribe_Values.Look(ref mirror, "mirror"); Scribe_Values.Look(ref curStage, "curStage", 0); Scribe_Values.Look(ref actor, "actor"); Scribe_Values.Look(ref Animating, "Animating"); Scribe_Values.Look(ref anchor, "anchor"); Scribe_Values.Look(ref deltaPos, "deltaPos"); Scribe_Values.Look(ref headBob, "headBob"); Scribe_Values.Look(ref bodyAngle, "bodyAngle"); Scribe_Values.Look(ref headAngle, "headAngle"); Scribe_Values.Look(ref headFacing, "headFacing"); Scribe_Values.Look(ref headFacing, "bodyFacing"); } } }
Iscariot8301/rimworld
Source/Comps/CompBodyAnimator.cs
C#
unknown
8,144
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; namespace Rimworld_Animations { class CompProperties_BodyAnimator : CompProperties { public CompProperties_BodyAnimator() { base.compClass = typeof(CompBodyAnimator); } } }
Iscariot8301/rimworld
Source/Comps/CompProperties_BodyAnimator.cs
C#
unknown
363
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { class CompProperties_ThingAnimator { } }
Iscariot8301/rimworld
Source/Comps/CompProperties_ThingAnimator.cs
C#
unknown
205
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { class CompThingAnimator { } }
Iscariot8301/rimworld
Source/Comps/CompThingAnimator.cs
C#
unknown
194
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using Verse; namespace Rimworld_Animations { public class AnimationDef : Def { public List<AnimationStage> animationStages; public List<Actor> actors; public int animationTimeTicks = 0; //do not set manually public bool sounds = false; public override void PostLoad() { base.PostLoad(); foreach(AnimationStage stage in animationStages) { stage.initialize(); animationTimeTicks += stage.playTimeTicks; } } } }
Iscariot8301/rimworld
Source/Defs/AnimationDef.cs
C#
unknown
674
using System.Collections.Generic; using RimWorld; using Verse; using Verse.AI; using System; using rjw; namespace Rimworld_Animations { public class JobDriver_SexBaseRecieverLovedForAnimation : JobDriver_SexBaseReciever { public readonly TargetIndex ipartner = TargetIndex.A; public readonly TargetIndex ibed = TargetIndex.B; public Pawn Partner => (Pawn)(job.GetTarget(ipartner)); public new Building_Bed Bed => (Building_Bed)(job.GetTarget(ibed)); protected override IEnumerable<Toil> MakeNewToils() { setup_ticks(); parteners.Add(Partner);// add job starter, so this wont fail, before Initiator starts his job //--Log.Message("[RJW]JobDriver_GettinLoved::MakeNewToils is called"); float partner_ability = xxx.get_sex_ability(Partner); // More/less hearts based on partner ability. if (partner_ability < 0.8f) ticks_between_thrusts += 100; else if (partner_ability > 2.0f) ticks_between_thrusts -= 25; // More/less hearts based on opinion. if (pawn.relations.OpinionOf(Partner) < 0) ticks_between_hearts += 50; else if (pawn.relations.OpinionOf(Partner) > 60) ticks_between_hearts -= 25; this.FailOnDespawnedOrNull(ipartner); this.FailOn(() => !Partner.health.capacities.CanBeAwake); this.FailOn(() => pawn.Drafted); this.KeepLyingDown(ibed); yield return Toils_Reserve.Reserve(ipartner, 1, 0); yield return Toils_Reserve.Reserve(ibed, Bed.SleepingSlotsCount, 0); Toil get_loved = Toils_LayDown.LayDown(ibed, true, false, false, false); get_loved.FailOn(() => Partner.CurJobDef != DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true)); get_loved.defaultCompleteMode = ToilCompleteMode.Never; get_loved.socialMode = RandomSocialMode.Off; get_loved.AddPreTickAction(delegate { if (pawn.IsHashIntervalTick(ticks_between_hearts)) MoteMaker.ThrowMetaIcon(pawn.Position, pawn.Map, ThingDefOf.Mote_Heart); if (pawn.IsHashIntervalTick(ticks_between_thrusts)) xxx.sexTick(pawn, Partner, false); }); get_loved.AddFinishAction(delegate { if (xxx.is_human(pawn)) pawn.Drawer.renderer.graphics.ResolveApparelGraphics(); }); yield return get_loved; } } }
Iscariot8301/rimworld
Source/JobDrivers/JobDriver_SexBaseRecieverLovedForAnimation.cs
C#
unknown
2,203
using RimWorld; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using Verse.AI; namespace Rimworld_Animations { class JobDriver_SexCasualForAnimation : JobDriver_SexBaseInitiator { public readonly TargetIndex ipartner = TargetIndex.A; public readonly TargetIndex ibed = TargetIndex.B; public Pawn Partner => (Pawn)job.GetTarget(ipartner); public new Building_Bed Bed => (Building_Bed)job.GetTarget(ibed); public override bool TryMakePreToilReservations(bool errorOnFailed) { return ReservationUtility.Reserve(base.pawn, Partner, job, xxx.max_rapists_per_prisoner, 0, null, errorOnFailed); } protected override IEnumerable<Toil> MakeNewToils() { setup_ticks(); this.FailOnDespawnedOrNull(ipartner); this.FailOnDespawnedOrNull(ibed); this.FailOn(() => !Partner.health.capacities.CanBeAwake); yield return Toils_Reserve.Reserve(ipartner, xxx.max_rapists_per_prisoner, 0, null); Toil goToPawnInBed = Toils_Goto.GotoThing(ipartner, PathEndMode.OnCell); goToPawnInBed.FailOn(() => !RestUtility.InBed(Partner) && !xxx.in_same_bed(Partner, pawn)); yield return goToPawnInBed; Toil startPartnerSex = new Toil(); startPartnerSex.initAction = delegate { Job gettinLovedJob = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("GettinLovedAnimation"), pawn, Bed); // new gettin loved toil that wakes up the pawn goes here Partner.jobs.jobQueue.EnqueueFirst(gettinLovedJob); Partner.jobs.EndCurrentJob(JobCondition.InterruptForced); }; yield return startPartnerSex; Toil sexToil = new Toil(); sexToil.FailOn(() => (Partner.CurJobDef == null) || Partner.CurJobDef != DefDatabase<JobDef>.GetNamed("GettinLovedAnimation", true)); //partner jobdriver is not sexbaserecieverlovedforanim sexToil.socialMode = RandomSocialMode.Off; sexToil.defaultCompleteMode = ToilCompleteMode.Never; sexToil.initAction = delegate { usedCondom = (CondomUtility.TryUseCondom(base.pawn) || CondomUtility.TryUseCondom(Partner)); Start(); }; sexToil.AddPreTickAction(delegate { ticks_left--; if(Gen.IsHashIntervalTick(pawn, ticks_between_hearts)) { MoteMaker.ThrowMetaIcon(pawn.Position, pawn.Map, ThingDefOf.Mote_Heart); } PawnUtility.GainComfortFromCellIfPossible(pawn, false); PawnUtility.GainComfortFromCellIfPossible(Partner, false); xxx.reduce_rest(Partner); xxx.reduce_rest(pawn, 2); if (ticks_left <= 0) ReadyForNextToil(); }); sexToil.AddFinishAction(delegate { End(); if(xxx.is_human(pawn)) { pawn.Drawer.renderer.graphics.ResolveApparelGraphics(); } }); yield return sexToil; Toil finish = new Toil(); finish.initAction = delegate { SexUtility.ProcessSex(pawn, Partner, usedCondom); }; finish.defaultCompleteMode = ToilCompleteMode.Instant; yield return finish; } } }
Iscariot8301/rimworld
Source/JobDrivers/JobDriver_SexCasualForAnimation.cs
C#
unknown
3,523
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; namespace Rimworld_Animations { class MainTabWindow_SexAnimator : MainTabWindow { //todo: add animation maker window } }
Iscariot8301/rimworld
Source/MainTabWindows/MainTabWindow_SexAnimator.cs
C#
unknown
290
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class HarmonyPatch_AlienRace { static HarmonyPatch_AlienRace () { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "Humanoid Alien Races 2.0")) { (new Harmony("rjw")).Patch(AccessTools.Method(typeof(PawnGraphicSet), "ResolveApparelGraphics"), prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_AlienRace), "Prefix_StopResolveAllGraphicsWhileSex"))); } }))(); } catch (TypeLoadException ex) { } } public static bool Prefix_StopResolveAllGraphicsWhileSex(ref Pawn ___pawn) { if(___pawn.TryGetComp<CompBodyAnimator>() != null && ___pawn.TryGetComp<CompBodyAnimator>().isAnimating) { return false; } return true; } } }
Iscariot8301/rimworld
Source/Patches/HarmonyPatch_AlienRace.cs
C#
unknown
982
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class Patch_FacialAnimation { static Patch_FacialAnimation() { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "[NL] Facial Animation - WIP")) { (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("FacialAnimation.DrawFaceGraphicsComp"), "DrawGraphics"), prefix: new HarmonyMethod(AccessTools.Method(typeof(Patch_FacialAnimation), "Prefix"))); } }))(); } catch (TypeLoadException ex) { } } public static bool Prefix(ref Pawn ___pawn, ref Rot4 headFacing, ref Vector3 headOrigin, ref Quaternion quaternion, ref bool portrait) { CompBodyAnimator bodyAnim = ___pawn.TryGetComp<CompBodyAnimator>(); if (bodyAnim != null && bodyAnim.isAnimating && !portrait) { headFacing = bodyAnim.headFacing; headOrigin = new Vector3(bodyAnim.getPawnHeadPosition().x, headOrigin.y, bodyAnim.getPawnHeadPosition().z); quaternion = Quaternion.AngleAxis(bodyAnim.headAngle, Vector3.up); } return true; } } }
Iscariot8301/rimworld
Source/Patches/HarmonyPatch_FacialAnimation.cs
C#
unknown
1,334
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using UnityEngine; using System.Reflection; using System.Reflection.Emit; namespace Rimworld_Animations { [HarmonyPatch(typeof(PawnRenderer), "RenderPawnInternal", new Type[] { typeof(Vector3), typeof(float), typeof(bool), typeof(Rot4), typeof(Rot4), typeof(RotDrawMode), typeof(bool), typeof(bool), typeof(bool) })] public static class HarmonyPatch_PawnRenderer { [HarmonyBefore(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })] public static void Prefix(PawnRenderer __instance, ref Vector3 rootLoc, ref float angle, bool renderBody, ref Rot4 bodyFacing, ref Rot4 headFacing, RotDrawMode bodyDrawType, bool portrait, bool headStump, bool invisible) { PawnGraphicSet graphics = __instance.graphics; Pawn pawn = graphics.pawn; CompBodyAnimator bodyAnim = pawn.TryGetComp<CompBodyAnimator>(); if (!graphics.AllResolved) { graphics.ResolveAllGraphics(); } if (bodyAnim != null && bodyAnim.isAnimating && !portrait) { bodyAnim.tickGraphics(graphics); pawn.TryGetComp<CompBodyAnimator>().animatePawn(ref rootLoc, ref angle, ref bodyFacing, ref headFacing); } } [HarmonyAfter(new string[] { "showhair.kv.rw", "erdelf.HumanoidAlienRaces", "Nals.FacialAnimation" })] [HarmonyReversePatch(HarmonyReversePatchType.Snapshot)] public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater");//typeof(GenDraw).GetMethod("DrawMeshNowOrLater", BindingFlags.Static | BindingFlags.Public); FieldInfo headGraphic = AccessTools.Field(typeof(PawnGraphicSet), "headGraphic"); List<CodeInstruction> codes = instructions.ToList(); bool forHead = true; for(int i = 0; i < codes.Count(); i++) { //Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method if (codes[i].OperandIs(drawMeshNowOrLater) && forHead) { yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn")); yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation))); } //checking for if(graphics.headGraphic != null) else if (codes[i].opcode == OpCodes.Ldfld && codes[i].OperandIs(headGraphic)) { forHead = true; yield return codes[i]; } //checking for if(renderbody) else if(codes[i].opcode == OpCodes.Ldarg_3) { forHead = false; yield return codes[i]; } else { yield return codes[i]; } } } } }
Iscariot8301/rimworld
Source/Patches/HarmonyPatch_PawnRenderer.cs
C#
unknown
2,900
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(Pawn_DrawTracker), "DrawPos", MethodType.Getter)] public static class HarmonyPatch_Pawn_DrawTracker { public static bool Prefix(ref Pawn ___pawn, ref Vector3 __result) { if(___pawn.TryGetComp<CompBodyAnimator>() != null) { if(___pawn.TryGetComp<CompBodyAnimator>().isAnimating) { __result = ___pawn.TryGetComp<CompBodyAnimator>().anchor + ___pawn.TryGetComp<CompBodyAnimator>().deltaPos; ___pawn.Position = __result.ToIntVec3(); return false; } else if(___pawn.TryGetComp<CompBodyAnimator>().resetPosition) { //resetting position to anchor __result = ___pawn.TryGetComp<CompBodyAnimator>().anchor; ___pawn.Position = ___pawn.TryGetComp<CompBodyAnimator>().positionReset; return false; } } return true; } } [HarmonyPatch(typeof(Pawn_PathFollower), "StartPath")] public static class HarmonyPatch_ResetPositionIfPathing { public static void Prefix(ref Pawn ___pawn) { if(___pawn.TryGetComp<CompBodyAnimator>() != null) { if(___pawn.TryGetComp<CompBodyAnimator>().isAnimating || ___pawn.TryGetComp<CompBodyAnimator>().resetPosition) { ___pawn.TryGetComp<CompBodyAnimator>().isAnimating = false; ___pawn.Position = ___pawn.TryGetComp<CompBodyAnimator>().positionReset; } } } } }
Iscariot8301/rimworld
Source/Patches/HarmonyPatch_Pawn_DrawTracker.cs
C#
unknown
1,813
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class Patch_ShowHairWithHats { static Patch_ShowHairWithHats() { try { ((Action)(() => { if (LoadedModManager.RunningModsListForReading.Any(x => x.Name == "[KV] Show Hair With Hats or Hide All Hats - 1.1")) { (new Harmony("rjw")).Patch(AccessTools.Method(AccessTools.TypeByName("ShowHair.Patch_PawnRenderer_RenderPawnInternal"), "Postfix"), //typeof(ShowHair.Patch_PawnRenderer_RenderPawnInternal), nameof(ShowHair.Patch_PawnRenderer_RenderPawnInternal.Postfix)), transpiler: new HarmonyMethod(AccessTools.Method(typeof(Patch_ShowHairWithHats), "Transpiler"))); } }))(); } catch (TypeLoadException ex) { } } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { MethodInfo drawMeshNowOrLater = AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater"); List<CodeInstruction> codes = instructions.ToList(); for (int i = 0; i < codes.Count(); i++) { //Instead of calling drawmeshnoworlater, add pawn to the stack and call my special static method if (codes[i].OperandIs(drawMeshNowOrLater)) { yield return new CodeInstruction(OpCodes.Ldarg_0); yield return new CodeInstruction(OpCodes.Ldfld, AccessTools.DeclaredField(typeof(PawnRenderer), "pawn")); yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(AnimationUtility), nameof(AnimationUtility.RenderPawnHeadMeshInAnimation))); } else { yield return codes[i]; } } } } }
Iscariot8301/rimworld
Source/Patches/HarmonyPatch_ShowHairWithHats.cs
C#
unknown
1,795
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using HarmonyLib; using System.Reflection; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class Harmony_PatchAll { static Harmony_PatchAll() { Harmony val = new Harmony("rimworldanim"); val.PatchAll(Assembly.GetExecutingAssembly()); } } }
Iscariot8301/rimworld
Source/Patches/Harmony_PatchAll.cs
C#
unknown
456
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using rjw; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobGiver_DoLovin), "TryGiveJob")] public static class HarmonyPatch_DoLovinAnimationPatch { public static void Postfix(ref Pawn pawn, ref Job __result) { if(__result != null) { Pawn partnerInMyBed = LovePartnerRelationUtility.GetPartnerInMyBed(pawn); RestUtility.WakeUp(pawn); __result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), partnerInMyBed, partnerInMyBed.CurrentBed()); } } } }
Iscariot8301/rimworld
Source/Patches/rjwPatches/HarmonyPatch_DoLovinAnimationPatch.cs
C#
unknown
767
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using rjw; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "Start")] static class HarmonyPatch_JobDriver_SexBaseInitiator_Start { public static void Postfix(ref JobDriver_SexBaseInitiator __instance) { if(__instance is JobDriver_JoinInBed) { Log.Warning("Tried to start wrong JobDriver with Rimworld-Animations installed. If you see this warning soon after installing this mod, it's fine and animated sex will start soon. If you see this a long time after installing, that's a problem."); return; } Pawn Target = __instance.Target; Pawn pawn = __instance.pawn; Building_Bed bed = __instance.Bed; if (__instance is JobDriver_BestialityForFemale) bed = (__instance as JobDriver_BestialityForFemale).Bed; else if (__instance is JobDriver_WhoreIsServingVisitors) { bed = (__instance as JobDriver_WhoreIsServingVisitors).Bed; } else if(__instance is JobDriver_SexCasualForAnimation) { bed = (__instance as JobDriver_SexCasualForAnimation).Bed; } if (__instance.Target.jobs?.curDriver is JobDriver_SexBaseReciever) { if (!(Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Contains(pawn)) { (Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Add(pawn); } if (bed != null) { RerollAnimations(Target, __instance.duration, bed as Thing); } else { RerollAnimations(Target, __instance.duration); } } } public static void RerollAnimations(Pawn pawn, int duration, Thing bed = null) { if(pawn == null || !(pawn.jobs?.curDriver is JobDriver_SexBaseReciever)) { Log.Message("Error: Tried to reroll animations when pawn isn't sexing"); return; } List<Pawn> pawnsToAnimate = (pawn.jobs.curDriver as JobDriver_SexBaseReciever).parteners.ToList(); if (!pawnsToAnimate.Contains(pawn)) { pawnsToAnimate = pawnsToAnimate.Append(pawn).ToList(); } AnimationDef anim = AnimationUtility.tryFindAnimation(ref pawnsToAnimate); if (anim != null) { Log.Message("Now playing " + anim.defName); bool mirror = GenTicks.TicksGame % 2 == 0; IntVec3 pos = pawn.Position; for (int i = 0; i < pawnsToAnimate.Count; i++) { if (bed != null) pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().setAnchor(bed); else { pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().setAnchor(pos); } pawnsToAnimate[i].TryGetComp<CompBodyAnimator>().StartAnimation(anim, i, mirror); (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_left = anim.animationTimeTicks; (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticksLeftThisToil = anim.animationTimeTicks; (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).duration = anim.animationTimeTicks; (pawnsToAnimate[i].jobs.curDriver as JobDriver_Sex).ticks_remaining = anim.animationTimeTicks; } } else { Log.Message("Anim not found"); //if pawn isn't already animating, if (!pawn.TryGetComp<CompBodyAnimator>().isAnimating) { (pawn.jobs.curDriver as JobDriver_SexBaseReciever).increase_time(duration); //they'll just do the thrusting anim } } } } [HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "End")] static class HarmonyPatch_JobDriver_SexBaseInitiator_End { public static void Postfix(ref JobDriver_SexBaseInitiator __instance) { //Stolen from vanilla lovin //to make sure vanilla lovin variables are set if(__instance.pawn?.mindState?.canLovinTick != null) { SimpleCurve LovinIntervalHoursFromAgeCurve = new SimpleCurve { new CurvePoint(16f, 1.5f), new CurvePoint(22f, 1.5f), new CurvePoint(30f, 4f), new CurvePoint(50f, 12f), new CurvePoint(75f, 36f) }; int ticksToNextLovin; if (DebugSettings.alwaysDoLovin) { ticksToNextLovin = 100; } else { float centerX = LovinIntervalHoursFromAgeCurve.Evaluate(__instance.pawn.ageTracker.AgeBiologicalYearsFloat); centerX = Rand.Gaussian(centerX, 0.3f); if (centerX < 0.5f) { centerX = 0.5f; } ticksToNextLovin = (int)(centerX * 2500f); } __instance.pawn.mindState.canLovinTick = Find.TickManager.TicksGame + ticksToNextLovin; } if (__instance.Target.jobs?.curDriver is JobDriver_SexBaseReciever) { if (__instance.pawn.TryGetComp<CompBodyAnimator>().isAnimating) { List<Pawn> parteners = (__instance.Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners; for (int i = 0; i < parteners.Count; i++) { //prevents pawns who started a new anim from stopping their new anim if (!((parteners[i].jobs.curDriver as JobDriver_SexBaseInitiator) != null && (parteners[i].jobs.curDriver as JobDriver_SexBaseInitiator).Target != __instance.pawn)) { parteners[i].TryGetComp<CompBodyAnimator>().isAnimating = false; } } __instance.Target.TryGetComp<CompBodyAnimator>().isAnimating = false; if (xxx.is_human(__instance.Target)) { __instance.Target.Drawer.renderer.graphics.ResolveApparelGraphics(); PortraitsCache.SetDirty(__instance.Target); } } (__instance.Target.jobs.curDriver as JobDriver_SexBaseReciever).parteners.Remove(__instance.pawn); } if (xxx.is_human(__instance.pawn)) { __instance.pawn.Drawer.renderer.graphics.ResolveApparelGraphics(); PortraitsCache.SetDirty(__instance.pawn); } } } }
Iscariot8301/rimworld
Source/Patches/rjwPatches/HarmonyPatch_JobDriver_SexBaseInitiator.cs
C#
unknown
5,591
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using rjw; using Verse; using Verse.AI; using RimWorld; using HarmonyLib; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobGiver_JoinInBed), "TryGiveJob")] public static class HarmonyPatch_JoinInBedGiveJob { public static bool Prefix(ref Job __result, ref Pawn pawn) { __result = null; if (!RJWHookupSettings.HookupsEnabled) return false; if (pawn.Drafted) return false; if (!SexUtility.ReadyForHookup(pawn)) return false; // We increase the time right away to prevent the fairly expensive check from happening too frequently SexUtility.IncreaseTicksToNextHookup(pawn); // If the pawn is a whore, or recently had sex, skip the job unless they're really horny if (!xxx.is_frustrated(pawn) && (xxx.is_whore(pawn) || !SexUtility.ReadyForLovin(pawn))) return false; // This check attempts to keep groups leaving the map, like guests or traders, from turning around to hook up if (pawn.mindState?.duty?.def == DutyDefOf.TravelOrLeave) { // TODO: Some guest pawns keep the TravelOrLeave duty the whole time, I think the ones assigned to guard the pack animals. // That's probably ok, though it wasn't the intention. if (RJWSettings.DebugLogJoinInBed) Log.Message($"[RJW] JoinInBed.TryGiveJob:({xxx.get_pawnname(pawn)}): has TravelOrLeave, no time for lovin!"); return false; } if (pawn.CurJob == null || pawn.CurJob.def == JobDefOf.LayDown) { //--Log.Message(" checking pawn and abilities"); if (xxx.can_fuck(pawn) || xxx.can_be_fucked(pawn)) { //--Log.Message(" finding partner"); Pawn partner = JobGiver_JoinInBed.find_pawn_to_fuck(pawn, pawn.Map); //--Log.Message(" checking partner"); if (partner == null) return false; // Can never be null, since find checks for bed. Building_Bed bed = partner.CurrentBed(); // Interrupt current job. if (pawn.CurJob != null && pawn.jobs.curDriver != null) pawn.jobs.curDriver.EndJobWith(JobCondition.InterruptForced); __result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), partner, bed); return false; } } return false; } } }
Iscariot8301/rimworld
Source/Patches/rjwPatches/HarmonyPatch_JoinInBedGiveJob.cs
C#
unknown
2,307
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; using rjw; using Verse.Sound; namespace Rimworld_Animations { [HarmonyPatch(typeof(xxx), "sexTick")] public static class HarmonyPatch_SexTick { public static bool Prefix(ref Pawn pawn, ref Pawn partner, ref bool enablerotation, ref bool pawnnude, ref bool partnernude) { if (enablerotation) { pawn.rotationTracker.Face(((Thing)partner).DrawPos); partner.rotationTracker.Face(((Thing)pawn).DrawPos); } if (RJWSettings.sounds_enabled && !pawn.TryGetComp<CompBodyAnimator>().isAnimating) { SoundDef.Named("Sex").PlayOneShot(new TargetInfo(pawn.Position, pawn.Map)); } pawn.Drawer.Notify_MeleeAttackOn((Thing)(object)partner); if (enablerotation) { pawn.rotationTracker.FaceCell(partner.Position); } if (pawnnude && !xxx.has_quirk(pawn, "Endytophile")) { xxx.DrawNude(pawn); } if (partnernude && !xxx.has_quirk(pawn, "Endytophile")) { xxx.DrawNude(partner); } return false; } } }
Iscariot8301/rimworld
Source/Patches/rjwPatches/HarmonyPatch_SexTick.cs
C#
unknown
1,131
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using rjw; using HarmonyLib; using Verse; using RimWorld; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(WorkGiver_Sex), "JobOnThing")] public static class HarmonyPatch_WorkGiverSex { public static bool Prefix(ref Job __result, ref Thing t) { Building_Bed bed = RestUtility.CurrentBed(t as Pawn); if (bed == null) { return false; } __result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), t as Pawn, bed); return false; } } }
Iscariot8301/rimworld
Source/Patches/rjwPatches/HarmonyPatch_WorkGiverSex.cs
C#
unknown
706
config.json fedirss.db
CrunkLord420/go
.gitignore
Git
mit
23
# go-fedirss ## Description I wrote this to do a thing ## Usage lol I dunno ## Installation go get or something ``` go get -u github.com/mattn/go-mastodon go get -u github.com/mattn/go-sqlite3 go get -u github.com/mmcdole/gofeed ``` ## Author CrunkLord420
CrunkLord420/go
README.md
Markdown
mit
265
package main import ( "encoding/json" "log" "os" ) type Config struct { Server string `json:"server"` AccessToken string `json:"access_token"` RSSFeed string `json:"rss_feed"` } func LoadConfig(filename string) *Config { file, _ := os.Open(filename) decoder := json.NewDecoder(file) config := Config{} configErr := decoder.Decode(&config) file.Close() if configErr != nil { log.Fatal(configErr) } return &config }
CrunkLord420/go
config.go
GO
mit
442
{ "server": "https://kiwifarms.cc", "access_token": "YOUR_ACCES_TOKEN_HERE", "rss_feed": "https://www.nytimes.com/svc/collections/v1/publish/https://www.nytimes.com/section/corrections/rss.xml" }
CrunkLord420/go
config.json-dist
json-dist
mit
199