Revert "Make new kit selection respect TonsOfGuns & Scifi tags"

This reverts commit 69904ee003.
This commit is contained in:
Asdow
2026-06-19 21:58:41 +03:00
parent ef51b578c3
commit 9353bf27a1
+31 -58
View File
@@ -5735,38 +5735,21 @@ void WeaponKitSelectionUpdate(UINT8 selectedInventory = 0)
{ {
UINT32 uiLoop; UINT32 uiLoop;
INT16 usItem; INT16 usItem;
const bool realisticGameStyle = gGameOptions.ubGameStyle != STYLE_SCIFI;
const bool reducedGuns = gGameOptions.fGunNut == false;
auto& currentGear = gMercProfiles[gbCurrentSoldier];
auto& selectedGearSet = gMercProfileGear[gbCurrentSoldier][selectedInventory];
if(UsingNewInventorySystem() == true){ if(UsingNewInventorySystem() == true){
// Start by resetting all profile inventory values to 0 // Start by resetting all profile inventory values to 0
currentGear.clearInventory(); gMercProfiles[gbCurrentSoldier].clearInventory();
currentGear.ubInvUndroppable = 0; gMercProfiles[gbCurrentSoldier].ubInvUndroppable = 0;
// Next, go through and assign everything but lbe gear // Next, go through and assign everything but lbe gear
for(uiLoop=INV_START_POS; uiLoop<NUM_INV_SLOTS; uiLoop++) for(uiLoop=INV_START_POS; uiLoop<NUM_INV_SLOTS; uiLoop++)
{ {
const auto gearSetItem = selectedGearSet.inv[uiLoop]; if(gMercProfileGear[gbCurrentSoldier][selectedInventory].inv[uiLoop] != NONE)
if( gearSetItem != NONE)
{ {
if ( realisticGameStyle && ItemIsOnlyInScifi(gearSetItem) ) gMercProfiles[gbCurrentSoldier].inv[uiLoop] = gMercProfileGear[gbCurrentSoldier][selectedInventory].inv[uiLoop];
{ gMercProfiles[gbCurrentSoldier].bInvStatus[uiLoop] = gMercProfileGear[gbCurrentSoldier][selectedInventory].iStatus[uiLoop];
continue;
}
if ( reducedGuns && ItemIsOnlyInTonsOfGuns(gearSetItem) )
{
continue;
}
currentGear.inv[uiLoop] = gearSetItem;
currentGear.bInvStatus[uiLoop] = selectedGearSet.iStatus[uiLoop];
if(uiLoop > 5) if(uiLoop > 5)
currentGear.bInvNumber[uiLoop] = selectedGearSet.iNumber[uiLoop]; gMercProfiles[gbCurrentSoldier].bInvNumber[uiLoop] = gMercProfileGear[gbCurrentSoldier][selectedInventory].iNumber[uiLoop];
else else
currentGear.bInvNumber[uiLoop] = 1; gMercProfiles[gbCurrentSoldier].bInvNumber[uiLoop] = 1;
} }
} }
// Last, go through and assign LBE items. Only needed for new inventory system // Last, go through and assign LBE items. Only needed for new inventory system
@@ -5775,87 +5758,77 @@ void WeaponKitSelectionUpdate(UINT8 selectedInventory = 0)
for(uiLoop=0; uiLoop<5; uiLoop++) for(uiLoop=0; uiLoop<5; uiLoop++)
{ {
UINT32 uiLoop2 = uiLoop + VESTPOCKPOS; UINT32 uiLoop2 = uiLoop + VESTPOCKPOS;
if(selectedGearSet.lbe[uiLoop] != NONE){ if(gMercProfileGear[gbCurrentSoldier][selectedInventory].lbe[uiLoop] != NONE){
if ( realisticGameStyle && ItemIsOnlyInScifi(selectedGearSet.lbe[uiLoop]) ) gMercProfiles[gbCurrentSoldier].inv[uiLoop2] = gMercProfileGear[gbCurrentSoldier][selectedInventory].lbe[uiLoop];
{ gMercProfiles[gbCurrentSoldier].bInvStatus[uiLoop2] = gMercProfileGear[gbCurrentSoldier][selectedInventory].lStatus[uiLoop];
continue; gMercProfiles[gbCurrentSoldier].bInvNumber[uiLoop2] = 1;
}
if ( reducedGuns && ItemIsOnlyInTonsOfGuns(selectedGearSet.lbe[uiLoop]) )
{
continue;
}
currentGear.inv[uiLoop2] = selectedGearSet.lbe[uiLoop];
currentGear.bInvStatus[uiLoop2] = selectedGearSet.lStatus[uiLoop];
currentGear.bInvNumber[uiLoop2] = 1;
} }
} }
} }
} }
currentGear.bMainGunAttractiveness = -1; gMercProfiles[gbCurrentSoldier].bMainGunAttractiveness = -1;
currentGear.bArmourAttractiveness = -1; gMercProfiles[gbCurrentSoldier].bArmourAttractiveness = -1;
UINT32 invsize = currentGear.inv.size(); UINT32 invsize = gMercProfiles[ gbCurrentSoldier ].inv.size();
for ( uiLoop = 0; uiLoop < invsize; ++uiLoop ) for ( uiLoop = 0; uiLoop < invsize; ++uiLoop )
{ {
usItem = currentGear.inv[ uiLoop ]; usItem = gMercProfiles[gbCurrentSoldier].inv[ uiLoop ];
if ( usItem != NOTHING ) if ( usItem != NOTHING )
{ {
// Check if it's a gun // Check if it's a gun
if ( Item[ usItem ].usItemClass & IC_GUN ) if ( Item[ usItem ].usItemClass & IC_GUN )
{ {
currentGear.bMainGunAttractiveness = Weapon[ usItem ].ubDeadliness; gMercProfiles[gbCurrentSoldier].bMainGunAttractiveness = Weapon[ usItem ].ubDeadliness;
} }
// If it's armour // If it's armour
if ( Item[ usItem ].usItemClass & IC_ARMOUR ) if ( Item[ usItem ].usItemClass & IC_ARMOUR )
{ {
currentGear.bArmourAttractiveness = min(128,Armour[ Item[ usItem ].ubClassIndex ].ubProtection); gMercProfiles[gbCurrentSoldier].bArmourAttractiveness = min(128,Armour[ Item[ usItem ].ubClassIndex ].ubProtection);
} }
} }
} }
currentGear.usOptionalGearCost = 0; gMercProfiles[ gbCurrentSoldier ].usOptionalGearCost = 0;
//tais: new tag in gearkit that sets an absolute price for gearkit that will override item value and price modifier if it's a sensible value between 0 and 32000 //tais: new tag in gearkit that sets an absolute price for gearkit that will override item value and price modifier if it's a sensible value between 0 and 32000
if(selectedGearSet.AbsolutePrice >= 0 && selectedGearSet.AbsolutePrice <= 32000) if(gMercProfileGear[gbCurrentSoldier][selectedInventory].AbsolutePrice >= 0 && gMercProfileGear[gbCurrentSoldier][selectedInventory].AbsolutePrice <= 32000)
{ {
currentGear.usOptionalGearCost = selectedGearSet.AbsolutePrice; gMercProfiles[ gbCurrentSoldier ].usOptionalGearCost = gMercProfileGear[gbCurrentSoldier][selectedInventory].AbsolutePrice;
} }
else else
{ {
UINT16 tempGearCost = 0; UINT16 tempGearCost = 0;
UINT32 invsize = currentGear.inv.size(); UINT32 invsize = gMercProfiles[ gbCurrentSoldier ].inv.size();
for ( uiLoop = 0; uiLoop< invsize; ++uiLoop ) for ( uiLoop = 0; uiLoop< invsize; ++uiLoop )
{ {
if ( currentGear.inv[ uiLoop ] != NOTHING ) if ( gMercProfiles[ gbCurrentSoldier ].inv[ uiLoop ] != NOTHING )
{ {
//get the item //get the item
usItem = currentGear.inv[ uiLoop ]; usItem = gMercProfiles[ gbCurrentSoldier ].inv[ uiLoop ];
// for an item stack, we obviously need to account fot the number of items // for an item stack, we obviously need to account fot the number of items
// for single items, the number is not always set, so just to be sure... // for single items, the number is not always set, so just to be sure...
int number = 1; int number = 1;
if ( selectedGearSet.iNumber.size( ) >= uiLoop ) if ( gMercProfileGear[gbCurrentSoldier][selectedInventory].iNumber.size( ) >= uiLoop )
number = max( 1, selectedGearSet.iNumber[uiLoop] ); number = max( 1, gMercProfileGear[gbCurrentSoldier][selectedInventory].iNumber[uiLoop] );
//add the cost //add the cost
tempGearCost += number * Item[usItem].usPrice; tempGearCost += number * Item[usItem].usPrice;
} }
} }
//tais: added optional price modifier for gearkits, reads the xml tag mPriceMod from MercStartingGear.xml //tais: added optional price modifier for gearkits, reads the xml tag mPriceMod from MercStartingGear.xml
if(selectedGearSet.PriceModifier != 0 && if(gMercProfileGear[gbCurrentSoldier][selectedInventory].PriceModifier != 0 &&
selectedGearSet.PriceModifier <= 200 && gMercProfileGear[gbCurrentSoldier][selectedInventory].PriceModifier <= 200 &&
selectedGearSet.PriceModifier >= -100) gMercProfileGear[gbCurrentSoldier][selectedInventory].PriceModifier >= -100)
{ {
FLOAT mod; FLOAT mod;
mod = (FLOAT) (selectedGearSet.PriceModifier + 100) / 100; mod = (FLOAT) (gMercProfileGear[gbCurrentSoldier][selectedInventory].PriceModifier + 100) / 100;
currentGear.usOptionalGearCost = (UINT16)(tempGearCost * mod); gMercProfiles[ gbCurrentSoldier ].usOptionalGearCost = (UINT16)(tempGearCost * mod);
} }
else else
{ {
currentGear.usOptionalGearCost = tempGearCost; gMercProfiles[ gbCurrentSoldier ].usOptionalGearCost = tempGearCost;
} }
} }
} }