src/game/Strategic/Strategic_Town_Loyalty.cc
void SetTownLoyalty( INT8 bTownId, UINT8 ubNewLoyaltyRating )
{
	Assert( ( bTownId >= FIRST_TOWN ) && ( bTownId < NUM_TOWNS ) );

	// if the town does use loyalty
	if (gfTownUsesLoyalty[ bTownId ])
	{
		gTownLoyalty[ bTownId ].ubRating = ubNewLoyaltyRating;
		gTownLoyalty[ bTownId ].sChange = 0;

		// this is just like starting the loyalty if it happens first
		gTownLoyalty[ bTownId ].fStarted = TRUE;
	}
}
// set a specified town's loyalty rating (ignores previous loyalty value - probably NOT what you want)
set a specified town's loyalty rating (ignores previous loyalty value - probably NOT what you want)
set a specified town ' s loyalty rating ( ignores previous loyalty value - probably NOT what you want )
void SetTownLoyalty( INT8 bTownId, UINT8 ubNewLoyaltyRating )
{
	Assert( ( bTownId >= FIRST_TOWN ) && ( bTownId < NUM_TOWNS ) );
	if (gfTownUsesLoyalty[ bTownId ])
	{
		gTownLoyalty[ bTownId ].ubRating = ubNewLoyaltyRating;
		gTownLoyalty[ bTownId ].sChange = 0;
		gTownLoyalty[ bTownId ].fStarted = TRUE;
	}
}
void SetTownLoyalty ( INT8 bTownId , UINT8 ubNewLoyaltyRating ) { Assert ( ( bTownId >= FIRST_TOWN ) && ( bTownId < NUM_TOWNS ) ) ; if ( gfTownUsesLoyalty [ bTownId ] ) { gTownLoyalty [ bTownId ] . ubRating = ubNewLoyaltyRating ; gTownLoyalty [ bTownId ] . sChange = 0 ; gTownLoyalty [ bTownId ] . fStarted = TRUE ; } }
set a specified town's loyalty rating (ignores previous loyalty value - probably NOT what you want)
set a specified town ' s loyalty rating ( ignores previous loyalty value - probably NOT what you want )
// if the town does use loyalty // this is just like starting the loyalty if it happens first