public Reputation(ReputationRecord record, Faction faction, int defaultValue, ReputationFlags defaultFlags) { this.m_record = record; this.m_record.ReputationIndex = faction.ReputationIndex; this.m_record.Value = defaultValue; this.m_record.Flags = defaultFlags; this.Faction = faction; this.m_standing = Reputation.GetStanding(defaultValue); this.m_record.Save(); }
/// <summary> /// Changes the reputation value with a specific Faction. /// Is called by ReputationCollect.SetValue /// </summary> /// <param name="value"></param> /// <returns>Whether hostility changed due to the stending change</returns> internal bool SetValue(int value) { Standing standing = this.m_standing; bool hostile1 = this.Hostile; this.m_standing = Reputation.GetStanding(value); bool hostile2 = this.Hostile; this.m_record.Value = value; if (standing != this.m_standing) { return(hostile1 != hostile2); } return(false); }
/// <summary>Loads an existing Reputation from the given Record.</summary> public Reputation(ReputationRecord record, Faction faction) { this.m_record = record; this.Faction = faction; this.m_standing = Reputation.GetStanding(record.Value); }