void Fame( P_CHAR pc_toChange, int nFame )
void Fame( P_CHAR pChar, int nFame )
void Fame( P_CHAR pc_toChange, int nFame ){	int nCurFame, nChange=0;	bool gain = false;	// NPCs don't gain fame.	if( pc_toChange->isNpc() ) 		return;	pc_toChange->setFame( QMIN( 10000, pc_toChange->fame() ) );	nCurFame = pc_toChange->fame();	// We already have more than that.	if( nCurFame > nFame )		return;	// Loose Fame when we died	if( pc_toChange->isDead() )	{		// Fame / 25 is our loss		nChange = nCurFame / 25;		pc_toChange->setFame( QMAX( 0, nCurFame - nChange ) );		pc_toChange->setDeaths( pc_toChange->deaths() + 1 );		gain = false;	}	else	{		nChange = ( nFame - nCurFame ) / 75;		pc_toChange->setFame( nCurFame+nChange );		gain = true;	}	// Nothing changed or we can't recieve the message	if( !nChange || !pc_toChange->socket() )		return;	QString message;	if( nChange <= 25 )	{		if( gain )			message = tr( "You have gained a little fame.", 0, "Fame Messages" );		else			message = tr( "You have lost a little fame.", 0, "Fame Messages" );	}	else if( nChange <= 75 )	{		if( gain )			message = tr( "You have gained some fame.", 0, "Fame Messages" );		else			message = tr( "You have lost some fame.", 0, "Fame Messages" );	}	else if( nChange <= 100 )	{		if( gain )			message = tr( "You have gained alot of fame.", 0, "Fame Messages" );		else			message = tr( "You have lost alot of fame.", 0, "Fame Messages" );	}	else if( nChange > 100 )	{		if( gain )			message = tr( "You have gained a huge amount of fame.", 0, "Fame Messages" );		else			message = tr( "You have lost a huge amount of fame.", 0, "Fame Messages" );	}	pc_toChange->socket()->sysMessage( message );}