public bool IsHostileTo(ref FactionTemplate entry) { if (Id == entry.Id) return false; if (entry.Faction != 0) { for (int i = 0; i < 4; ++i) if (EnemyFaction[i] == entry.Faction) return true; for (int i = 0; i < 4; ++i) if (FriendFaction[i] == entry.Faction) return false; } return (HostileMask & entry.FactionGroup) != 0; }
public uint Id; // 0 m_ID #endregion Fields #region Methods public bool IsFriendlyTo(ref FactionTemplate entry) { if (Id == entry.Id) return true; if (entry.Faction != 0) { for (int i = 0; i < 4; ++i) if (EnemyFaction[i] == entry.Faction) return false; for (int i = 0; i < 4; ++i) if (FriendFaction[i] == entry.Faction) return true; } return ((FriendlyMask & entry.FactionGroup) == 0) || ((FactionGroup & entry.FriendlyMask) == 0); }