public bool RemoveGangCar(PotentialGangVehicle sadVehicle) { for (int i = 0; i < carVariations.Count; i++) { if (sadVehicle.modelHash != carVariations[i].modelHash) { continue; } else { carVariations.Remove(carVariations[i]); //if we're AI and we're out of cars, get a replacement for this one if (carVariations.Count == 0 && !isPlayerOwned) { carVariations.Add(PotentialGangVehicle.GetCarFromPool()); } GangManager.instance.SaveGangData(); return(true); } } return(false); }
public GangAI(Gang watchedGang) { this.watchedGang = watchedGang; ResetUpdateInterval(); //have some turf for free! but only if you're new around here DoInitialTakeover(); //do we have vehicles? if (this.watchedGang.carVariations.Count == 0) { //get some vehicles! for (int i = 0; i < RandoMath.CachedRandom.Next(1, 4); i++) { PotentialGangVehicle newVeh = PotentialGangVehicle.GetCarFromPool(); if (newVeh != null) { this.watchedGang.AddGangCar(newVeh); } } } }