Add the Policing settings toggle; re-vendor Core + Justice DLLs
A fourth checkbox (Policing, default on) drives colony crime independently, and the re-vendored drop-in carries the flipped-on Core flag, the enrichments, and prison riots.
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@@ -42,6 +42,10 @@ namespace InstitutionSuite
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l.CheckboxLabeled("Gangs",
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ref settings.gangs,
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"Gangs as contraband economies: joining by disposition, smuggling networks, rivalry, and fights-as-crime. Leans on Contraband and Justice.");
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l.Gap();
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l.CheckboxLabeled("Policing (colony crime)",
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ref settings.policing,
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"The pre-arrest layer: your own colonists commit crimes on a spectrum (rarer in small, tight colonies), witnesses and a constable's work name the culprit, and a weighed arrest can end in a cell -- or a resisted breakout. A big behavioural change; turn it off to keep the rest of Justice without colony crime.");
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l.End();
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settings.Apply(); // live: a toggle takes effect immediately for the gated behaviour
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}
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@@ -52,6 +56,7 @@ namespace InstitutionSuite
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public bool contraband = true;
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public bool justice = true;
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public bool gangs = true;
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public bool policing = true;
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/// <summary>Mirror the choices into Core's shared flags that every feature reads.</summary>
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public void Apply()
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@@ -59,6 +64,7 @@ namespace InstitutionSuite
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Contraband.InstitutionSettings.contraband = contraband;
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Contraband.InstitutionSettings.justice = justice;
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Contraband.InstitutionSettings.gangs = gangs;
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Contraband.InstitutionSettings.policing = policing;
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}
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public override void ExposeData()
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@@ -66,6 +72,7 @@ namespace InstitutionSuite
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Scribe_Values.Look(ref contraband, "contraband", true);
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Scribe_Values.Look(ref justice, "justice", true);
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Scribe_Values.Look(ref gangs, "gangs", true);
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Scribe_Values.Look(ref policing, "policing", true);
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base.ExposeData();
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}
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}
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