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

@@ -127,7 +127,7 @@ namespace Barotrauma.Items.Components
// isOpen = false;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
doorSprite = new Sprite(subElement, Path.GetDirectoryName(item.Prefab.ConfigFile));

View File

@@ -44,7 +44,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "attack") continue;
if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
attack = new Attack(subElement);
}
}

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@@ -39,7 +39,7 @@ namespace Barotrauma.Items.Components
InvSlotType allowedSlot = InvSlotType.None;
foreach (string slot in slots)
{
if (slot.ToLower()=="bothhands")
if (slot.ToLowerInvariant() == "bothhands")
{
allowedSlot = InvSlotType.LeftHand | InvSlotType.RightHand;
}

View File

@@ -30,7 +30,7 @@ namespace Barotrauma.Items.Components
public Propulsion(Item item, XElement element)
: base(item,element)
{
switch (ToolBox.GetAttributeString(element, "usablein", "air").ToLower())
switch (ToolBox.GetAttributeString(element, "usablein", "air").ToLowerInvariant())
{
case "air":
usableIn = ParticlePrefab.DrawTargetType.Air;

View File

@@ -83,7 +83,7 @@ namespace Barotrauma.Items.Components
fixableEntities = new List<string>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "fixable":
fixableEntities.Add(subElement.Attribute("name").Value);

View File

@@ -221,7 +221,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "requireditem":
case "requireditems":
@@ -395,7 +395,7 @@ namespace Barotrauma.Items.Components
if (sound.VolumeProperty == "") return 1.0f;
ObjectProperty op = null;
if (properties.TryGetValue(sound.VolumeProperty.ToLower(), out op))
if (properties.TryGetValue(sound.VolumeProperty.ToLowerInvariant(), out op))
{
float newVolume = 0.0f;
try
@@ -682,7 +682,7 @@ namespace Barotrauma.Items.Components
foreach (XAttribute attribute in componentElement.Attributes())
{
ObjectProperty property = null;
if (!properties.TryGetValue(attribute.Name.ToString().ToLower(), out property)) continue;
if (!properties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out property)) continue;
property.TrySetValue(attribute.Value);
}
@@ -692,7 +692,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in componentElement.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "requireditem":
RelatedItem newRequiredItem = RelatedItem.Load(subElement);
@@ -717,7 +717,7 @@ namespace Barotrauma.Items.Components
public static ItemComponent Load(XElement element, Item item, string file, bool errorMessages = true)
{
Type t;
string type = element.Name.ToString().ToLower();
string type = element.Name.ToString().ToLowerInvariant();
try
{
// Get the type of a specified class.

View File

@@ -101,7 +101,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "containable":
RelatedItem containable = RelatedItem.Load(subElement);

View File

@@ -62,7 +62,7 @@ namespace Barotrauma.Items.Components
{
if (deconstructProduct.RequireFullCondition && targetItem.Condition < 100.0f) continue;
var itemPrefab = ItemPrefab.list.FirstOrDefault(ip => ip.Name.ToLower() == deconstructProduct.ItemPrefabName.ToLower()) as ItemPrefab;
var itemPrefab = ItemPrefab.list.FirstOrDefault(ip => ip.Name.ToLowerInvariant() == deconstructProduct.ItemPrefabName.ToLowerInvariant()) as ItemPrefab;
if (itemPrefab==null)
{
DebugConsole.ThrowError("Tried to deconstruct item ''"+targetItem.Name+"'' but couldn't find item prefab ''"+deconstructProduct+"''!");

View File

@@ -22,7 +22,7 @@ namespace Barotrauma.Items.Components
{
string name = ToolBox.GetAttributeString(element, "name", "");
TargetItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == name.ToLower()) as ItemPrefab;
TargetItem = ItemPrefab.list.Find(ip => ip.Name.ToLowerInvariant() == name.ToLowerInvariant()) as ItemPrefab;
if (TargetItem == null)
{
DebugConsole.ThrowError("Error in fabricable item "+name+"! Item ''" + element.Name + "'' not found.");
@@ -40,7 +40,7 @@ namespace Barotrauma.Items.Components
{
if (string.IsNullOrWhiteSpace(requiredItemName)) continue;
ItemPrefab requiredItem = ItemPrefab.list.Find(ip => ip.Name.ToLower() == requiredItemName.Trim().ToLower()) as ItemPrefab;
ItemPrefab requiredItem = ItemPrefab.list.Find(ip => ip.Name.ToLowerInvariant() == requiredItemName.Trim().ToLowerInvariant()) as ItemPrefab;
if (requiredItem == null)
{
DebugConsole.ThrowError("Error in fabricable item " + name + "! Required item ''" + requiredItemName + "'' not found.");
@@ -64,7 +64,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "requiredskill":
RequiredSkills.Add(new Skill(

View File

@@ -42,7 +42,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "pingcircle":
pingCircle = new Sprite(subElement);

View File

@@ -401,7 +401,7 @@ namespace Barotrauma.Items.Components
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
switch (objective.Option.ToLower())
switch (objective.Option.ToLowerInvariant())
{
case "power up":
float tempDiff = load - temperature;

View File

@@ -188,7 +188,7 @@ namespace Barotrauma.Items.Components
{
base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
if (connection.Name.Length > 5 && connection.Name.Substring(0, 6).ToLower() == "signal")
if (connection.Name.Length > 5 && connection.Name.Substring(0, 6).ToLowerInvariant() == "signal")
{
connection.SendSignal(stepsTaken, signal, sender, 0.0f);
}

View File

@@ -54,7 +54,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "attack") continue;
if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
attack = new Attack(subElement);
}

View File

@@ -87,7 +87,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "link":
int index = -1;

View File

@@ -93,7 +93,7 @@ namespace Barotrauma.Items.Components
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "sprite") continue;
if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
light.LightSprite = new Sprite(subElement);
light.LightSprite.Origin = light.LightSprite.size / 2.0f;
break;

View File

@@ -187,7 +187,7 @@ namespace Barotrauma.Items.Components
{
var projectiles = GetLoadedProjectiles();
if (projectiles.Count==0 || (projectiles.Count==1 && objective.Option.ToLower()!="fire at will"))
if (projectiles.Count == 0 || (projectiles.Count == 1 && objective.Option.ToLowerInvariant() != "fire at will"))
{
ItemContainer container = null;
foreach (MapEntity e in item.linkedTo)
@@ -272,7 +272,7 @@ namespace Barotrauma.Items.Components
var pickedBody = Submarine.PickBody(ConvertUnits.ToSimUnits(item.WorldPosition), closestEnemy.SimPosition, null);
if (pickedBody != null && !(pickedBody.UserData is Limb)) return false;
if (objective.Option.ToLower()=="fire at will") Use(deltaTime, character);
if (objective.Option.ToLowerInvariant() == "fire at will") Use(deltaTime, character);
return false;