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-small tweak to BR fix to disable the notbuyable and itemclass = 0 filter on initial inventory setup so we can add new items later
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@427 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+1
-1
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.426" };
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INT16 zVersionLabel[256] = { L"Release v1.13.427" };
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#endif
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+6
-16
@@ -570,15 +570,10 @@ BOOLEAN InitBobbyRayNewInventory()
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// add all the NEW items he can ever sell into his possible inventory list, for now in order by item #
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for( i = 0; i < MAXITEMS; i++ )
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{
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if ( Item[i].usItemClass == 0 )
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break;
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//if Bobby Ray sells this, it can be sold, and it's allowed into this game (some depend on e.g. gun-nut option)
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// if( ( StoreInventory[ i ][ BOBBY_RAY_NEW ] != 0) && !( Item[ i ].fFlags & ITEM_NOT_BUYABLE ) && ItemIsLegal( i ) )
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if( !( Item[ i ].notbuyable ) )
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{
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LaptopSaveInfo.BobbyRayInventory[ usBobbyrIndex ].usItemIndex = i;
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usBobbyrIndex++;
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}
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LaptopSaveInfo.BobbyRayInventory[ usBobbyrIndex ].usItemIndex = i;
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usBobbyrIndex++;
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}
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if ( usBobbyrIndex > 1 )
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@@ -608,18 +603,13 @@ BOOLEAN InitBobbyRayUsedInventory()
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// add all the NEW items he can ever sell into his possible inventory list, for now in order by item #
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for( i = 0; i < MAXITEMS; i++ )
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{
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if ( Item[i].usItemClass == 0 )
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break;
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//if Bobby Ray sells this, it can be sold, and it's allowed into this game (some depend on e.g. gun-nut option)
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// if( ( StoreInventory[ i ][ BOBBY_RAY_USED ] != 0) && !( Item[ i ].fFlags & ITEM_NOT_BUYABLE ) && ItemIsLegal( i ) )
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if( !( Item[ i ].notbuyable ) )
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// in case his store inventory list is wrong, make sure this category of item can be sold used
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if ( CanDealerItemBeSoldUsed( i ) )
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{
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// in case his store inventory list is wrong, make sure this category of item can be sold used
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if ( CanDealerItemBeSoldUsed( i ) )
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{
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LaptopSaveInfo.BobbyRayUsedInventory[ usBobbyrIndex ].usItemIndex = i;
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usBobbyrIndex++;
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}
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LaptopSaveInfo.BobbyRayUsedInventory[ usBobbyrIndex ].usItemIndex = i;
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usBobbyrIndex++;
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}
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}
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