using System; namespace Server.Factions { public class FactionDefinition { private readonly int m_Sort; private readonly int m_HuePrimary; private readonly int m_HueSecondary; private readonly int m_HueJoin; private readonly int m_HueBroadcast; private readonly int m_WarHorseBody; private readonly int m_WarHorseItem; private readonly string m_FriendlyName; private readonly string m_Keyword; private readonly string m_Abbreviation; private readonly TextDefinition m_Name; private readonly TextDefinition m_PropName; private readonly TextDefinition m_Header; private readonly TextDefinition m_About; private readonly TextDefinition m_CityControl; private readonly TextDefinition m_SigilControl; private readonly TextDefinition m_SignupName; private readonly TextDefinition m_FactionStoneName; private readonly TextDefinition m_OwnerLabel; private readonly TextDefinition m_GuardIgnore; private readonly TextDefinition m_GuardWarn; private readonly TextDefinition m_GuardAttack; private readonly StrongholdDefinition m_Stronghold; private readonly RankDefinition[] m_Ranks; private readonly GuardDefinition[] m_Guards; public FactionDefinition(int sort, int huePrimary, int hueSecondary, int hueJoin, int hueBroadcast, int warHorseBody, int warHorseItem, string friendlyName, string keyword, string abbreviation, TextDefinition name, TextDefinition propName, TextDefinition header, TextDefinition about, TextDefinition cityControl, TextDefinition sigilControl, TextDefinition signupName, TextDefinition factionStoneName, TextDefinition ownerLabel, TextDefinition guardIgnore, TextDefinition guardWarn, TextDefinition guardAttack, StrongholdDefinition stronghold, RankDefinition[] ranks, GuardDefinition[] guards) { m_Sort = sort; m_HuePrimary = huePrimary; m_HueSecondary = hueSecondary; m_HueJoin = hueJoin; m_HueBroadcast = hueBroadcast; m_WarHorseBody = warHorseBody; m_WarHorseItem = warHorseItem; m_FriendlyName = friendlyName; m_Keyword = keyword; m_Abbreviation = abbreviation; m_Name = name; m_PropName = propName; m_Header = header; m_About = about; m_CityControl = cityControl; m_SigilControl = sigilControl; m_SignupName = signupName; m_FactionStoneName = factionStoneName; m_OwnerLabel = ownerLabel; m_GuardIgnore = guardIgnore; m_GuardWarn = guardWarn; m_GuardAttack = guardAttack; m_Stronghold = stronghold; m_Ranks = ranks; m_Guards = guards; } public int Sort { get { return m_Sort; } } public int HuePrimary { get { return m_HuePrimary; } } public int HueSecondary { get { return m_HueSecondary; } } public int HueJoin { get { return m_HueJoin; } } public int HueBroadcast { get { return m_HueBroadcast; } } public int WarHorseBody { get { return m_WarHorseBody; } } public int WarHorseItem { get { return m_WarHorseItem; } } public string FriendlyName { get { return m_FriendlyName; } } public string Keyword { get { return m_Keyword; } } public string Abbreviation { get { return m_Abbreviation; } } public TextDefinition Name { get { return m_Name; } } public TextDefinition PropName { get { return m_PropName; } } public TextDefinition Header { get { return m_Header; } } public TextDefinition About { get { return m_About; } } public TextDefinition CityControl { get { return m_CityControl; } } public TextDefinition SigilControl { get { return m_SigilControl; } } public TextDefinition SignupName { get { return m_SignupName; } } public TextDefinition FactionStoneName { get { return m_FactionStoneName; } } public TextDefinition OwnerLabel { get { return m_OwnerLabel; } } public TextDefinition GuardIgnore { get { return m_GuardIgnore; } } public TextDefinition GuardWarn { get { return m_GuardWarn; } } public TextDefinition GuardAttack { get { return m_GuardAttack; } } public StrongholdDefinition Stronghold { get { return m_Stronghold; } } public RankDefinition[] Ranks { get { return m_Ranks; } } public GuardDefinition[] Guards { get { return m_Guards; } } } }