Esempio n. 1
0
 private bool CheckMarriedProper(string NPC)
 {
     if (Spouses.Contains(NPC) ^ Modworks.Player.GetFriendshipStatus(NPC) == FriendshipStatus.Married)
     {
         Marry(NPC);                                                                                               //fix desynced status
     }
     return(Spouses.Contains(NPC));
 }
Esempio n. 2
0
 private bool CheckPrimarySpouseProper(string NPC)
 {
     //couple of ways primary can go sideways:
     //if poly priamry is set and vanilla is not
     //if vanilla is set and poly primary is not
     //if the spouse is still in the main poly spouses array when they should be primary
     if ((PrimarySpouse == NPC ^ VanillaSpouse == NPC) || (Spouses.Contains(NPC) && (PrimarySpouse == NPC || VanillaSpouse == NPC)))
     {
         MakePrimarySpouse(NPC);                                                                                                                             //fix desynced status
     }
     return(PolyData.PrimarySpouse == NPC);
 }
Esempio n. 3
0
 public bool IsValidSpouse(string NPC)
 {
     if (string.IsNullOrWhiteSpace(NPC))
     {
         return(false);
     }
     if (Spouses.Contains(NPC))
     {
         return(true);
     }
     if (PrimarySpouse == NPC)
     {
         return(true);
     }
     return(false);
 }
Esempio n. 4
0
 public bool IsValidSpouse(string NPC)
 {
     return(!string.IsNullOrWhiteSpace(NPC) &&
            (Spouses.Contains(NPC) || PrimarySpouse == NPC));
 }