Using ToLowerInvariant instead of ToLower (the game works for Turkish players now!)

http://www.moserware.com/2008/02/does-your-code-pass-turkey-test.html
This commit is contained in:
Regalis
2016-04-27 17:14:09 +03:00
parent 81ca1a409b
commit d3ab7946a8
52 changed files with 96 additions and 94 deletions

View File

@@ -39,7 +39,7 @@ namespace Barotrauma
if (GameMain.GameSession!=null && GameMain.GameSession.CrewManager!=null)
{
CurrentOrder = Order.PrefabList.Find(o => o.Name.ToLower() == "dismissed");
CurrentOrder = Order.PrefabList.Find(o => o.Name.ToLowerInvariant() == "dismissed");
objectiveManager.SetOrder(CurrentOrder, "");
GameMain.GameSession.CrewManager.SetCharacterOrder(Character, CurrentOrder);
}

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@@ -71,7 +71,7 @@ namespace Barotrauma
currentObjective = null;
switch (order.Name.ToLower())
switch (order.Name.ToLowerInvariant())
{
case "follow":
currentObjective = new AIObjectiveGoTo(Character.Controlled, character, true);

View File

@@ -39,7 +39,7 @@ namespace Barotrauma
foreach (XElement orderElement in doc.Root.Elements())
{
if (orderElement.Name.ToString().ToLower() != "order") continue;
if (orderElement.Name.ToString().ToLowerInvariant() != "order") continue;
PrefabList.Add(new Order(orderElement));
}
@@ -100,7 +100,7 @@ namespace Barotrauma
foreach (XElement subElement in orderElement.Elements())
{
if (subElement.Name.ToString().ToLower() != "sprite") continue;
if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
SymbolSprite = new Sprite(subElement);
break;
}

View File

@@ -121,7 +121,8 @@ namespace Barotrauma
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() == "particleemitter") particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
if (subElement.Name.ToString().ToLowerInvariant() != "particleemitter") continue;
particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
}
}

View File

@@ -36,7 +36,7 @@ namespace Barotrauma
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "sprite") continue;
if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
Sprite = new Sprite(subElement);
break;

View File

@@ -37,7 +37,7 @@ namespace Barotrauma
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "sprite") continue;
if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
Sprite = new Sprite(subElement);
break;

View File

@@ -163,7 +163,7 @@ namespace Barotrauma
XElement ragdollElement = doc.Root.Element("ragdoll");
foreach (XElement limbElement in ragdollElement.Elements())
{
if (ToolBox.GetAttributeString(limbElement, "type", "").ToLower() != "head") continue;
if (ToolBox.GetAttributeString(limbElement, "type", "").ToLowerInvariant() != "head") continue;
XElement spriteElement = limbElement.Element("sprite");
@@ -255,7 +255,7 @@ namespace Barotrauma
{
Name = ToolBox.GetAttributeString(element, "name", "unnamed");
string genderStr = ToolBox.GetAttributeString(element, "gender", "male").ToLower();
string genderStr = ToolBox.GetAttributeString(element, "gender", "male").ToLowerInvariant();
gender = (genderStr == "m") ? Gender.Male : Gender.Female;
File = ToolBox.GetAttributeString(element, "file", "");
@@ -277,7 +277,7 @@ namespace Barotrauma
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "job") continue;
if (subElement.Name.ToString().ToLowerInvariant() != "job") continue;
Job = new Job(subElement);
break;

View File

@@ -54,13 +54,13 @@ namespace Barotrauma
public Job(XElement element)
{
string name = ToolBox.GetAttributeString(element, "name", "").ToLower();
prefab = JobPrefab.List.Find(jp => jp.Name.ToLower() == name);
string name = ToolBox.GetAttributeString(element, "name", "").ToLowerInvariant();
prefab = JobPrefab.List.Find(jp => jp.Name.ToLowerInvariant() == name);
skills = new Dictionary<string, Skill>();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "skill") continue;
if (subElement.Name.ToString().ToLowerInvariant() != "skill") continue;
string skillName = ToolBox.GetAttributeString(subElement, "name", "");
if (string.IsNullOrEmpty(name)) continue;
skills.Add(
@@ -86,6 +86,8 @@ namespace Barotrauma
public void GiveJobItems(Character character, WayPoint spawnPoint)
{
if (SpawnItems == null) return;
foreach (XElement itemElement in SpawnItems.Elements())
{
InitializeJobItem(character, spawnPoint, itemElement);

View File

@@ -77,7 +77,7 @@ namespace Barotrauma
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "items":
Items = subElement;

View File

@@ -265,7 +265,7 @@ namespace Barotrauma
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
string spritePath = subElement.Attribute("texture").Value;

View File

@@ -137,14 +137,14 @@ namespace Barotrauma
int n = 0;
foreach (XAttribute attribute in propertyAttributes)
{
propertyNames[n] = attribute.Name.ToString().ToLower();
propertyNames[n] = attribute.Name.ToString().ToLowerInvariant();
propertyEffects[n] = ToolBox.GetAttributeObject(attribute);
n++;
}
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "explosion":
explosion = new Explosion(subElement);