private void Handle_InitializeFactions(WoWReader wr) { UInt32 count = wr.ReadUInt32(); // always 64 ReputationItem[] reputationList = new ReputationItem[count]; for (int i = 0; i < count; i++) { reputationList[i].flag = wr.ReadByte(); reputationList[i].standing = wr.ReadUInt32(); } BoogieCore.Player.setReputation(reputationList); }
private void Handle_InitializeFactions(WoWReader wr) { UInt32 count = wr.ReadUInt32(); // always 64 ReputationItem[] reputationList = new ReputationItem[count]; for (int i = 0; i < count; i++) { reputationList[i].flag = wr.ReadByte(); reputationList[i].standing = wr.ReadUInt32(); } BoogieCore.Player.setReputation(reputationList); }
public Reputation(ReputationItem[] rl) { reputationList = rl; }
// Create new Reputation Object, initialized by the list recieved from the WorldServer public void setReputation(ReputationItem[] rl) { reputation = new Reputation(rl); }