static public ItemBodyArmor make(GameGangs.IDs gangId) { switch (gangId) { case GameGangs.IDs.BIKER_HELLS_SOULS: return(new ItemBodyArmor(GameItems.HELLS_SOULS_JACKET)); case GameGangs.IDs.BIKER_FREE_ANGELS: return(new ItemBodyArmor(GameItems.FREE_ANGELS_JACKET)); default: throw new ArgumentOutOfRangeException(nameof(gangId), gangId, "not really a biker gang"); } }
public Item MakeItemBikerGangJacket(GameGangs.IDs gangId) { switch (gangId) { case GameGangs.IDs.BIKER_FREE_ANGELS: return(new ItemBodyArmor(m_Game.GameItems.FREE_ANGELS_JACKET)); case GameGangs.IDs.BIKER_HELLS_SOULS: return(new ItemBodyArmor(m_Game.GameItems.HELLS_SOULS_JACKET)); default: throw new ArgumentException("unhandled biker gang"); } }
public bool IsFriendlyForBiker(GameGangs.IDs gangID) { return((int)Model.ID == (((int)gangID - MIN_GANG_ID) + MIN_GANG_ARMOR_ID)); }
public bool IsHostileForBiker(GameGangs.IDs gangID) { return(!IsNeutral && !IsFriendlyForBiker(gangID)); }
public bool IsFriendlyForBiker(GameGangs.IDs gangID) { return(Array.IndexOf(GameGangs.GOOD_GANG_OUTFITS[(int)gangID], (GameItems.IDs)Model.ID) >= 0); }
public bool IsHostileForBiker(GameGangs.IDs gangID) { return(Array.IndexOf(GameGangs.BAD_GANG_OUTFITS[(int)gangID], (GameItems.IDs)Model.ID) >= 0); }