diff options
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 22 |
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; } } |