public void ChangeLootingRule(GroupLootRule newRule) { if (GroupRuleForLooting != newRule) { //zero out stuff for other rules if (GroupRuleForLooting == GroupLootRule.Master_Looter) { RemoveMasterLooter(LeaderID); } else if (GroupRuleForLooting == GroupLootRule.Next_player_loots) { NextLooterList = null; CurrentLooter = 0; } else if (GroupRuleForLooting == GroupLootRule.Chance_Loot) { MasterLooter = null; LastLootedCorpse = null; } if (newRule == GroupLootRule.Chance_Loot) { LastLootedCorpse = new List <string>(); } GroupRuleForLooting = newRule; InformPlayersInGroup("Group looting rule has been changed to " + newRule.ToString().Replace("_", " ")); } }
public void ChangeLootingRule(GroupLootRule newRule) { if (GroupRuleForLooting != newRule) { //zero out stuff for other rules if (GroupRuleForLooting == GroupLootRule.Master_Looter) { RemoveMasterLooter(LeaderId); } else if (GroupRuleForLooting == GroupLootRule.Next_player_loots) { NextLooterList = null; CurrentLooter = 0; } else if (GroupRuleForLooting == GroupLootRule.Chance_Loot) { MasterLooter = ObjectId.Empty; LastLootedCorpse = null; } if (newRule == GroupLootRule.Chance_Loot) { LastLootedCorpse = new List<ObjectId>(); } GroupRuleForLooting = newRule; InformPlayersInGroup("Group looting rule has been changed to " + newRule.ToString().Replace("_", " ")); } }