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Vampire Attendance Hotfix
Fixes attendance issues with vampires and potentially other non-standard humanoids in attending cult worship and sacrifices.
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1.3/Assemblies/CultOfCthulhu.dll

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About/About.xml

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@@ -29,7 +29,7 @@
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<li>CETeam.CombatExtended</li>
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<li>syrchalis.traitvalue</li>
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</loadAfter>
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<description>1.0.23.4 (08-14-2021)
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<description>1.0.23.5 (10-14-2021)
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[h1]Gameplay expansion for RimWorld.[/h1]
@@ -100,6 +100,10 @@ Michael Cailler, Jigsawjohn , Daniel Schott, Penelope Charli Whitman, Jerome Gon
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========================
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Changelog
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========================
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1.0.23.5 (10-14-2021)
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========================
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Fixes issue with vampires and potentially other non-standard humanoid pawn attendance for worship and sacrifices
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1.0.23.4 (08-14-2021)
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Adds in empty trade tags list to prevent issues with debug incident list menus

About/Changelog.txt

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1.0.23.5 (10-14-2021)
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========================
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Fixes issue with vampires and potentially other non-standard humanoid pawn attendance for worship and sacrifices
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1.0.23.4 (08-14-2021)
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========================
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Adds in empty trade tags list to prevent issues with debug incident list menus

About/Manifest.xml

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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<Manifest>
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<identifier>CallofCthulhuCults</identifier>
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<version>1.0.23.4</version>
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<version>1.0.23.5</version>
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<dependencies />
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<incompatibleWith />
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<loadBefore />

About/Version.txt

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1.0.23.4
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1.0.23.5

Source/CultOfCthulhu/NewSystems/Worship/Building_SacrificialAltar_Worship.cs

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@@ -286,9 +286,7 @@ public static void GetWorshipGroup(Building_SacrificialAltar altar, IEnumerable<
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public void GetWorshipGroup(IEnumerable<IntVec3> inRangeCells, bool forced = false)
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{
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_ = Faction;
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_ = this.GetRoom();
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if (AvailableWorshippers == null || AvailableWorshippers.Count <= 0)
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{
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return;

Source/CultOfCthulhu/Utilities/CultUtility.cs

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@@ -1914,7 +1914,7 @@ public static Pawn DetermineBestPreacher(Map map)
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public static bool ShouldAttendeeKeepAttendingWorship(Pawn p)
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{
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return !p.Downed && (p.needs == null || !p.needs.food.Starving) && p.health.hediffSet.BleedRateTotal <= 0f && (p.needs.rest == null || p.needs.rest.CurCategory < RestCategory.Exhausted) && !p.health.hediffSet.HasTendableNonInjuryNonMissingPartHediff(false) && p.Awake() && !p.InAggroMentalState && !p.IsPrisoner;
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return !p.Downed && (p?.needs == null || p?.needs?.food?.Starving != true) && p?.health?.hediffSet?.BleedRateTotal <= 0f && (p?.needs?.rest == null || p?.needs?.rest?.CurCategory < RestCategory.Exhausted) && p?.health?.hediffSet?.HasTendableNonInjuryNonMissingPartHediff(false) != true && p?.Awake() == true && p?.InAggroMentalState != true && p?.IsPrisoner != true;
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}
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//Checkyoself

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