public Action<StationRecordFilterType, string>? OnFiltersChanged;
@@ -296,7+295,7 @@ public sealed partial class CriminalRecordsConsoleWindow : FancyWindow
var field = "reason";
var title = Loc.GetString("criminal-records-status-" + status.ToString().ToLower());
- var placeholders = _proto.Index<LocalizedDatasetPrototype>(ReasonPlaceholders);
+ var placeholders = _proto.Index(ReasonPlaceholders);
var placeholder = Loc.GetString("criminal-records-console-reason-placeholder", ("placeholder", _random.Pick(placeholders))); // just funny it doesn't actually get used
var prompt = Loc.GetString("criminal-records-console-reason");
var entry = new QuickDialogEntry(field, QuickDialogEntryType.LongText, prompt, placeholder);
Log.Error($"Couldn't find the following prototype: {RulesEntryId}. Falling back to {DefaultRuleset}, please check that the server has the rules set up correctly");
@@ -485,7+483,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
SetWinType(ent, WinType.CrewMajor, false);
- if (nukeops.RoundEndBehavior == RoundEndBehavior.Nothing) // It's still worth checking if operatives have all died, even if the round-end behaviour is nothing.
+ if (nukeops.RoundEndBehavior == RoundEndBehavior.Nothing) // It's still worth checking if operatives have all died, even if the round-end behaviour is nothing.
return; // Shouldn't actually try to end the round in the case of nothing though.
/// <param name="species">The species to use in this default profile. The default species is <see cref="SharedHumanoidAppearanceSystem.DefaultSpecies"/>.</param>
/// <returns>Humanoid character profile with default settings.</returns>
- public static HumanoidCharacterProfile DefaultWithSpecies(string species = SharedHumanoidAppearanceSystem.DefaultSpecies)
+ public static HumanoidCharacterProfile DefaultWithSpecies(string? species = null)
{
+ species ??= SharedHumanoidAppearanceSystem.DefaultSpecies;