namespace Server.Factions { public class TownDefinition { private int m_Sort; private int m_SigilID; private string m_Region; private string m_FriendlyName; private TextDefinition m_TownName; private TextDefinition m_TownStoneHeader; private TextDefinition m_StrongholdMonolithName; private TextDefinition m_TownMonolithName; private TextDefinition m_TownStoneName; private TextDefinition m_SigilName; private TextDefinition m_CorruptedSigilName; private Point3D m_Monolith; private Point3D m_TownStone; public int Sort => m_Sort; public int SigilID => m_SigilID; public string Region => m_Region; public string FriendlyName => m_FriendlyName; public TextDefinition TownName => m_TownName; public TextDefinition TownStoneHeader => m_TownStoneHeader; public TextDefinition StrongholdMonolithName => m_StrongholdMonolithName; public TextDefinition TownMonolithName => m_TownMonolithName; public TextDefinition TownStoneName => m_TownStoneName; public TextDefinition SigilName => m_SigilName; public TextDefinition CorruptedSigilName => m_CorruptedSigilName; public Point3D Monolith => m_Monolith; public Point3D TownStone => m_TownStone; public TownDefinition( int sort, int sigilID, string region, string friendlyName, TextDefinition townName, TextDefinition townStoneHeader, TextDefinition strongholdMonolithName, TextDefinition townMonolithName, TextDefinition townStoneName, TextDefinition sigilName, TextDefinition corruptedSigilName, Point3D monolith, Point3D townStone ) { m_Sort = sort; m_SigilID = sigilID; m_Region = region; m_FriendlyName = friendlyName; m_TownName = townName; m_TownStoneHeader = townStoneHeader; m_StrongholdMonolithName = strongholdMonolithName; m_TownMonolithName = townMonolithName; m_TownStoneName = townStoneName; m_SigilName = sigilName; m_CorruptedSigilName = corruptedSigilName; m_Monolith = monolith; m_TownStone = townStone; } } }