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
@@ -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);
}
}
@@ -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;
}
@@ -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;
@@ -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);