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Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r--src/game/Unit.cpp22
1 files changed, 10 insertions, 12 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 258de85aa55..deece9e3864 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -7875,14 +7875,13 @@ bool Unit::IsHostileTo(Unit const* unit) const
// forced reaction
if(target_faction->faction)
{
- if(ReputationRank const* force =((Player*)tester)->GetForcedRankIfAny(target_faction))
+ if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
return *force <= REP_HOSTILE;
// if faction have reputation then hostile state for tester at 100% dependent from at_war state
if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
- if(raw_target_faction->reputationListID >=0)
- if(FactionState const* factionState = ((Player*)tester)->GetFactionState(raw_target_faction))
- return (factionState->Flags & FACTION_FLAG_AT_WAR);
+ if(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
+ return (factionState->Flags & FACTION_FLAG_AT_WAR);
}
}
// CvP forced reaction and reputation case
@@ -7891,13 +7890,13 @@ bool Unit::IsHostileTo(Unit const* unit) const
// forced reaction
if(tester_faction->faction)
{
- if(ReputationRank const* force = ((Player*)target)->GetForcedRankIfAny(tester_faction))
+ if(ReputationRank const* force = ((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
return *force <= REP_HOSTILE;
// apply reputation state
FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
if(raw_tester_faction && raw_tester_faction->reputationListID >=0 )
- return ((Player const*)target)->GetReputationRank(raw_tester_faction) <= REP_HOSTILE;
+ return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE;
}
}
@@ -7988,14 +7987,13 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
// forced reaction
if(target_faction->faction)
{
- if(ReputationRank const* force =((Player*)tester)->GetForcedRankIfAny(target_faction))
+ if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
return *force >= REP_FRIENDLY;
// if faction have reputation then friendly state for tester at 100% dependent from at_war state
if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
- if(raw_target_faction->reputationListID >=0)
- if(FactionState const* FactionState = ((Player*)tester)->GetFactionState(raw_target_faction))
- return !(FactionState->Flags & FACTION_FLAG_AT_WAR);
+ if(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
+ return !(factionState->Flags & FACTION_FLAG_AT_WAR);
}
}
// CvP forced reaction and reputation case
@@ -8004,13 +8002,13 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
// forced reaction
if(tester_faction->faction)
{
- if(ReputationRank const* force =((Player*)target)->GetForcedRankIfAny(tester_faction))
+ if(ReputationRank const* force =((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
return *force >= REP_FRIENDLY;
// apply reputation state
if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
if(raw_tester_faction->reputationListID >=0 )
- return ((Player const*)target)->GetReputationRank(raw_tester_faction) >= REP_FRIENDLY;
+ return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY;
}
}