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- fixed bug with CAMO_REMOVING = TRUE
Too much of a camo kit was used when the character was wearing an outfit with different camo bonus. - fixed bug with DYNAMIC_IMP_PROFILE_COST = TRUE The game was always one step behind in cost display but charged the correct price. Now charged price and display match. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6565 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+14
-5
@@ -338,7 +338,11 @@ void BtnIMPConfirmYes(GUI_BUTTON *btn,INT32 reason)
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*/
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// SANDRO - changed to find the actual profile cost
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//if( LaptopSaveInfo.iCurrentBalance < COST_OF_PROFILE )
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if( LaptopSaveInfo.iCurrentBalance < iGetProfileCost() )
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// silversurfer: We need to store the profile cost here because right now our new IMP doesn't occupy a slot yet.
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// However function iGetProfileCost() will already calculate price including that slot. We would charge too much money after the IMP is created below.
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INT32 iIMPCost = iGetProfileCost();
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if( LaptopSaveInfo.iCurrentBalance < iIMPCost )
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{
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// not enough
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return;
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@@ -352,7 +356,7 @@ void BtnIMPConfirmYes(GUI_BUTTON *btn,INT32 reason)
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// charge the player
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// SANDRO - changed to find the actual profile cost
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//AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( COST_OF_PROFILE ) );
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AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( iGetProfileCost() ) );
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AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( iIMPCost ) );
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AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 );
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AddCharacterToPlayersTeam( );
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@@ -1519,6 +1523,10 @@ BOOLEAN LoadImpCharacter( STR nickName )
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{
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LaptopSaveInfo.iIMPIndex = iProfileId;
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// silversurfer: Store current IMP cost. Function iGetProfileCost() already takes the new slot into account.
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// If we create the IMP first we would charge too much.
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INT32 iIMPCost = iGetProfileCost();
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// read in the profile
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//if ( !gMercProfiles[ iProfileId ].Load(hFile, false) )
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if ( !gMercProfiles[ iProfileId ].Load(hFile, isOldVersion, false, false) )
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@@ -1534,7 +1542,7 @@ BOOLEAN LoadImpCharacter( STR nickName )
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DistributeInitialGear(&gMercProfiles[iProfileId]);
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// Changed to find actual IMP cost - SANDRO
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if( LaptopSaveInfo.iCurrentBalance < iGetProfileCost() )
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if( LaptopSaveInfo.iCurrentBalance < iIMPCost )
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{
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DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 3 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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@@ -1558,7 +1566,7 @@ BOOLEAN LoadImpCharacter( STR nickName )
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fCharacterIsMale = ( gMercProfiles[ iProfileId ].bSex == MALE );
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fLoadingCharacterForPreviousImpProfile = TRUE;
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// Changed to find actual IMP cost - SANDRO
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AddTransactionToPlayersBook(IMP_PROFILE,0, GetWorldTotalMin( ), - ( iGetProfileCost() ) );
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AddTransactionToPlayersBook(IMP_PROFILE,0, GetWorldTotalMin( ), - ( iIMPCost ) );
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AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 );
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LaptopSaveInfo.iIMPIndex = iProfileId;
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AddCharacterToPlayersTeam( );
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@@ -1773,7 +1781,8 @@ INT32 iGetProfileCost()
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{
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INT32 iIMPProfileCost;
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iIMPProfileCost = gGameExternalOptions.iIMPProfileCost * CountFilledIMPSlots(-1);
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// silversurfer: When we create an IMP he doesn't occupy a slot yet so we need to add 1 to get the correct price in advance.
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iIMPProfileCost = gGameExternalOptions.iIMPProfileCost * ( CountFilledIMPSlots(-1) + 1 );
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if (iIMPProfileCost >= gGameExternalOptions.iIMPProfileCost)
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return(iIMPProfileCost);
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@@ -9194,6 +9194,8 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
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{
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pSoldier->bCamo = __min( 100, pSoldier->bCamo + iJungleCamoAdded );
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}
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// update with amount that we really used
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bPointsToUse = __min( bPointsToUse, (iJungleCamoAdded + 1) / 2 );
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}
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// Second, check if we have an item with major URBAN camobonus
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else if ( (Item[pObj->usItem].urbanCamobonus > Item[pObj->usItem].camobonus) &&
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@@ -9234,6 +9236,8 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
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{
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pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + iUrbanCamoAdded );
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}
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// update with amount that we really used
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bPointsToUse = __min( bPointsToUse, (iUrbanCamoAdded + 1) / 2 );
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}
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// Third, check if we have an item with major DESERT camobonus
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else if ( (Item[pObj->usItem].desertCamobonus > Item[pObj->usItem].camobonus) &&
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@@ -9274,6 +9278,8 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
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{
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pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + iDesertCamoAdded );
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}
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// update with amount that we really used
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bPointsToUse = __min( bPointsToUse, (iDesertCamoAdded + 1) / 2 );
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}
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// Fourth, check if we have an item with major SNOW camobonus
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else if ( (Item[pObj->usItem].snowCamobonus > Item[pObj->usItem].camobonus) &&
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@@ -9314,6 +9320,8 @@ BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAP
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{
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pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + iSnowCamoAdded );
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}
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// update with amount that we really used
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bPointsToUse = __min( bPointsToUse, (iSnowCamoAdded + 1) / 2 );
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}
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else // the item has no major camo, return
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return( FALSE );
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