
--			Вспупление и выход из группировок

-- Вступление в Вояки
function actor_set_military(actor, npc) 
printf("ACTOR NOW IN [MILITARY] COMMUNITY") 
if db.actor then 
db.actor:set_character_community("actor_military", 0, 0) 
end 
return true 
end

-- Вступление в Долг
function actor_set_dolg(actor, npc) 
printf("ACTOR NOW IN [DOLG] COMMUNITY") 
if db.actor then 
db.actor:set_character_community("actor_dolg", 0, 0) 
end 
return true 
end

-- Вступление в Свободу
function actor_set_freedom(actor, npc) 
printf("ACTOR NOW IN [FREEDOM] COMMUNITY") 
if db.actor then 
db.actor:set_character_community("actor_freedom", 0, 0) 
end 
return true 
end


-- Вступление в НАЁМНЫЕ УБИЙЦИ
function actor_set_cnn(actor, npc) 
printf("ACTOR NOW IN [n_kill] COMMUNITY") 
if db.actor then 
db.actor:set_character_community("n_kill", 0, 0) 
end 
return true 
end

-- Вступление в Наёмники 
function actor_set_killer(actor, npc) 
printf("ACTOR NOW IN [KILLER] COMMUNITY") 
if db.actor then 
db.actor:set_character_community("actor_killer", 0, 0) 
end 
return true 
end

-- Вступление в Торговцы
function actor_set_trader(actor, npc) 
printf("ACTOR NOW IN [TRADER] COMMUNITY") 
if db.actor then 
db.actor:set_character_community("actor_trader", 0, 0) 
end 
return true 
end

-- Вступление в Бандиты
function actor_set_bandit(actor, npc) 
printf("ACTOR NOW IN [BANDIT] COMMUNITY") 
if db.actor then 
db.actor:set_character_community("actor_bandit", 0, 0) 
end 
return true 
end




-- -- Выход из Группировки 
function actor_set_actor(actor, npc) 
printf("ACTOR NOW IN [n_kill] COMMUNITY") 
if db.actor then 
db.actor:set_character_community("actor", 0, 0) 
end 
return true 
end

--  Условия
function actor_in_dolg(actor, npc)
	if db.actor then
		return db.actor:character_community() == "actor_dolg"
	end
	return false
end
function actor_not_in_dolg(actor, npc)
	return not actor_in_dolg(actor, npc)
end



function actor_in_military(actor, npc)
	if db.actor then
		return db.actor:character_community() == "actor_military"
	end
	return false
end
function actor_not_in_military(actor, npc)
	return not actor_in_military(actor, npc)
end

function actor_in_freedom(actor, npc)
	if db.actor then
		return db.actor:character_community() == "actor_freedom"
	end
	return false
end
function actor_not_in_freedom(actor, npc)
	return not actor_in_freedom(actor, npc)
end

function actor_in_bandit(actor, npc)
	if db.actor then
		return db.actor:character_community() == "actor_bandit"
	end
	return false
end
function actor_not_in_bandit(actor, npc)
	return not actor_in_bandit(actor, npc)
end

function actor_in_killer(actor, npc)
	if db.actor then
		return db.actor:character_community() == "actor_killer"
	end
	return false
end
function actor_not_in_killer(actor, npc)
	return not actor_in_killer(actor, npc)
end

function actor_in_cnn(actor, npc)
	if db.actor then
		return db.actor:character_community() == "n_kill"
	end
	return false
end
function actor_not_in_cnn(actor, npc)
	return not actor_in_cnn(actor, npc)
end

function add_clock(npc, actor)
	dialogs.relocate_item_section(npc, "clock", "in")
end
