private bool CheckMarriedProper(string NPC) { if (Spouses.Contains(NPC) ^ Modworks.Player.GetFriendshipStatus(NPC) == FriendshipStatus.Married) { Marry(NPC); //fix desynced status } return(Spouses.Contains(NPC)); }
private bool CheckPrimarySpouseProper(string NPC) { //couple of ways primary can go sideways: //if poly priamry is set and vanilla is not //if vanilla is set and poly primary is not //if the spouse is still in the main poly spouses array when they should be primary if ((PrimarySpouse == NPC ^ VanillaSpouse == NPC) || (Spouses.Contains(NPC) && (PrimarySpouse == NPC || VanillaSpouse == NPC))) { MakePrimarySpouse(NPC); //fix desynced status } return(PolyData.PrimarySpouse == NPC); }
public bool IsValidSpouse(string NPC) { if (string.IsNullOrWhiteSpace(NPC)) { return(false); } if (Spouses.Contains(NPC)) { return(true); } if (PrimarySpouse == NPC) { return(true); } return(false); }
public bool IsValidSpouse(string NPC) { return(!string.IsNullOrWhiteSpace(NPC) && (Spouses.Contains(NPC) || PrimarySpouse == NPC)); }