/** * <summary>Unapplies the given event's pricing changes to all affected items in the game.</summary> * <remarks> * This affects items in the player's inventory and chests as * well as newly created items. This does not affect store prices, as * those are hard-coded and must be dynamically changed. * </remarks> * * <param name="e">The event to unapply.</param> * <seealso cref="ApplyEvent(EconEvent)"/> */ private void UnapplyEvent(EconEvent e) { if (e.AffectedItem >= 0) { this.SetItemPrice(e.AffectedItem, e.OriginalPrice); } }
/** * <summary>Applies the given event's pricing changes to all affected items in the game.</summary> * <remarks> * This affects items in the player's inventory and chests as * well as newly created items. This does not affect store prices, as * those are hard-coded and must be dynamically changed. * </remarks> * * <param name="e">The event to apply.</param> * <seealso cref="UnapplyEvent(EconEvent)"/> */ private void ApplyEvent(EconEvent e) { if (e.AffectedItem >= 0) { this.SetItemPrice(e.AffectedItem, e.NewPrice); } }