Data and Source v1.13 Mod High Resolution version from 2006-04-15

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 18:16:27 +00:00
parent 8b2d0e33aa
commit 8d448f9c64
83 changed files with 2125 additions and 3651 deletions
+19 -24
View File
@@ -529,14 +529,14 @@ DEALER_POSSIBLE_INV gGabbyInventory[MAXITEMS+1];// =
//
// Frank ( Alcohol )
//
DEALER_POSSIBLE_INV gFrankInventory[MAXITEMS+1] =
{
{ BEER, 12 },
{ WINE, 6 },
{ ALCOHOL, 9 },
{ LAST_DEALER_ITEM, NO_DEALER_ITEM }, //Last One
};
DEALER_POSSIBLE_INV gFrankInventory[MAXITEMS+1];// =
//{
// { BEER, 12 },
// { WINE, 6 },
// { ALCOHOL, 9 },
//
// { LAST_DEALER_ITEM, NO_DEALER_ITEM }, //Last One
//};
//
@@ -902,22 +902,6 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
// the following staple items are always deemed highly suitable regardless of player's progress:
switch (usItemIndex)
{
case CLIP38_6:
case CLIP9_15:
case CLIP9_30:
case CLIP357_6:
case CLIP357_9:
case CLIP45_7:
case CLIP45_30:
case CLIP12G_7:
case CLIP12G_7_BUCKSHOT:
case CLIP545_30_HP:
case CLIP556_30_HP:
case CLIP762W_10_HP:
case CLIP762W_30_HP:
case CLIP762N_5_HP:
case CLIP762N_20_HP:
case FIRSTAIDKIT:
case MEDICKIT:
case TOOLKIT:
@@ -946,6 +930,9 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
ubMinCoolness = HighestPlayerProgressPercentage() / 10;
ubMaxCoolness = ( HighestPlayerProgressPercentage() / 10 ) + 1;
if ( bArmsDealer == -1 )
ubMinCoolness = 1;
//Madd: Bobby Ray's will sell higher coolness stuff if it's used, and may also have a better selection at the start of the game, depending on selection
if ( bArmsDealer == -1 && gGameOptions.ubBobbyRay > BR_GOOD )
{
@@ -976,6 +963,14 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
ubMinCoolness = max( 1, min( 9, ubMinCoolness ) );
ubMaxCoolness = max( 2, min( 10, ubMaxCoolness ) );
if ( bArmsDealer == -1 )
{
//Madd: BR's always sells ammo for its guns
if (Item[usItemIndex].usItemClass == IC_AMMO && ubItemCoolness <= ubMaxCoolness )
{
return(ITEM_SUITABILITY_ALWAYS);
}
}
// if item is too cool for current level of progress
if (ubItemCoolness > ubMaxCoolness)