public void ReceiveHouse(PlayerEntity playerEntity) { if (rank < 9) { DaggerfallUI.MessageBox(NoHouseId); } else if ((flags & HouseFlagMask) > 0) { DaggerfallUI.MessageBox(HardStrings.serviceReceiveHouseAlready); } else { // Give a house if one availiable if (DaggerfallBankManager.OwnsHouse) { DaggerfallUI.MessageBox((int)TransactionResult.ALREADY_OWN_HOUSE); } else { BuildingDirectory buildingDirectory = GameManager.Instance.StreamingWorld.GetCurrentBuildingDirectory(); if (buildingDirectory) { List <BuildingSummary> housesForSale = buildingDirectory.GetHousesForSale(); if (housesForSale.Count > 0) { BuildingSummary house = housesForSale[UnityEngine.Random.Range(0, housesForSale.Count)]; DaggerfallBankManager.AllocateHouseToPlayer(house, GameManager.Instance.PlayerGPS.CurrentRegionIndex); flags = flags | HouseFlagMask; DaggerfallUI.MessageBox(HouseId); return; } } DaggerfallUI.MessageBox((int)TransactionResult.NO_HOUSES_FOR_SALE); } } }