/// <summary> ///this checks if the gangs member, blip and car colors are consistent, like black, black and black. ///if left unassigned, the blip color is 0 and the car color is metallic black: ///a sign that somethings wrong, because 0 is white blip color /// </summary> public void EnforceGangColorConsistency() { ModOptions.GangColorTranslation ourColor = ModOptions.instance.GetGangColorTranslation(memberVariations[0].linkedColor); if ((blipColor == 0 && ourColor.baseColor != PotentialGangMember.MemberColor.white) || (vehicleColor == VehicleColor.MetallicBlack && ourColor.baseColor != PotentialGangMember.MemberColor.black)) { blipColor = RandoMath.GetRandomElementFromArray(ourColor.blipColors); vehicleColor = RandoMath.GetRandomElementFromList(ourColor.vehicleColors); GangManager.instance.SaveGangData(false); } }
public void EnforceGangColorConsistency() { //this checks if the gangs member, blip and car colors are consistent, like black, black and black //if left unassigned, the blip color is 0 and the car color is metallic black //a sign that somethings wrong, because 0 is white blip color ModOptions.GangColorTranslation ourColor = ModOptions.instance.GetGangColorTranslation(memberVariations[0].linkedColor); if ((blipColor == 0 && ourColor.baseColor != PotentialGangMember.memberColor.white) || (vehicleColor == VehicleColor.MetallicBlack && ourColor.baseColor != PotentialGangMember.memberColor.black)) { blipColor = RandoMath.GetRandomElementFromArray(ourColor.blipColors); vehicleColor = RandoMath.GetRandomElementFromList(ourColor.vehicleColors); GangManager.instance.SaveGangData(false); } }