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Update ShopKeeper Interface.cpp
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@@ -3665,12 +3665,10 @@ void DisplayPlayersOfferArea()
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//get an updated status from the amount in the pocket
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if( PlayersOfferArea[ sCnt ].bSlotIdInOtherLocation != -1 && PlayersOfferArea[ sCnt ].ubIdOfMercWhoOwnsTheItem != NO_PROFILE )
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{
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INT16 sSoldierID;
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SoldierID sSoldierID = GetSoldierIDFromMercID( PlayersOfferArea[ sCnt ].ubIdOfMercWhoOwnsTheItem );
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Assert(sSoldierID != NOBODY);
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sSoldierID = GetSoldierIDFromMercID( PlayersOfferArea[ sCnt ].ubIdOfMercWhoOwnsTheItem );
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Assert(sSoldierID != -1);
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PlayersOfferArea[ sCnt ].ItemObject[0]->data.money.uiMoneyAmount = Menptr[ sSoldierID ].inv[ PlayersOfferArea[ sCnt ].bSlotIdInOtherLocation ][0]->data.money.uiMoneyAmount;
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PlayersOfferArea[ sCnt ].ItemObject[0]->data.money.uiMoneyAmount = sSoldierID->inv[ PlayersOfferArea[ sCnt ].bSlotIdInOtherLocation ][0]->data.money.uiMoneyAmount;
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PlayersOfferArea[ sCnt ].uiItemPrice = PlayersOfferArea[ sCnt ].ItemObject[0]->data.money.uiMoneyAmount;
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}
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}
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@@ -6489,23 +6487,21 @@ void ShopkeeperAddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible,
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void IfMercOwnedCopyItemToMercInv( INVENTORY_IN_SLOT *pInv )
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{
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INT16 sSoldierID;
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//if the item picked up was in a previous location, and that location is on a merc's inventory
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if ( ( pInv->bSlotIdInOtherLocation != -1 ) && ( pInv->ubIdOfMercWhoOwnsTheItem != NO_PROFILE ) )
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{
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// get soldier
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sSoldierID = GetSoldierIDFromMercID( pInv->ubIdOfMercWhoOwnsTheItem );
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Assert( sSoldierID != -1 );
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Assert( CanMercInteractWithSelectedShopkeeper( MercPtrs[ sSoldierID ] ) );
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SoldierID sSoldierID = GetSoldierIDFromMercID( pInv->ubIdOfMercWhoOwnsTheItem );
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Assert( sSoldierID != NOBODY );
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Assert( CanMercInteractWithSelectedShopkeeper( sSoldierID ) );
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// then it better be a valid slot #
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Assert( pInv->bSlotIdInOtherLocation < (INT8)Menptr[ sSoldierID ].inv.size() );
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Assert( pInv->bSlotIdInOtherLocation < (INT8)(sSoldierID->inv.size()) );
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// and it better have a valid merc who owned it
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Assert( pInv->ubIdOfMercWhoOwnsTheItem != NO_PROFILE );
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//Copy the object back into that merc's original inventory slot
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Menptr[ sSoldierID ].inv[ pInv->bSlotIdInOtherLocation ] = pInv->ItemObject;
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sSoldierID->inv[ pInv->bSlotIdInOtherLocation ] = pInv->ItemObject;
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}
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}
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@@ -6521,15 +6517,15 @@ void IfMercOwnedRemoveItemFromMercInv2( UINT8 ubOwnerProfileId, INT16 bOwnerSlot
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{
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// and it better have a valid merc who owned it
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Assert( ubOwnerProfileId != NO_PROFILE );
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INT16 sSoldierID = GetSoldierIDFromMercID( ubOwnerProfileId );
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Assert( sSoldierID != -1 );
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SoldierID sSoldierID = GetSoldierIDFromMercID( ubOwnerProfileId );
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Assert( sSoldierID != NOBODY );
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// then it better be a valid slot #
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Assert( bOwnerSlotId < (INT8)Menptr[ sSoldierID ].inv.size() );
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Assert( bOwnerSlotId < (INT8)(sSoldierID->inv.size() ));
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Assert( CanMercInteractWithSelectedShopkeeper( MercPtrs[ sSoldierID ] ) );
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Assert( CanMercInteractWithSelectedShopkeeper( sSoldierID ) );
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//remove the object from that merc's original inventory slot
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DeleteObj(&(Menptr[ sSoldierID ].inv[bOwnerSlotId]));
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DeleteObj(&(sSoldierID->inv[bOwnerSlotId]));
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}
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}
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@@ -7087,9 +7083,8 @@ UINT32 EvaluateInvSlot( INVENTORY_IN_SLOT *pInvSlot )
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//if the dealer is Micky
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if( gbSelectedArmsDealerID == ARMS_DEALER_MICKY )
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{
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INT16 sSoldierID;
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sSoldierID = GetSoldierIDFromMercID( armsDealerInfo[ gbSelectedArmsDealerID ].ubShopKeeperID );
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if( ( sSoldierID != -1 ) && ( GetDrunkLevel( &Menptr[ sSoldierID ] ) == DRUNK ) )
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SoldierID sSoldierID = GetSoldierIDFromMercID( armsDealerInfo[ gbSelectedArmsDealerID ].ubShopKeeperID );
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if( ( sSoldierID != NOBODY ) && ( GetDrunkLevel( sSoldierID ) == DRUNK ) )
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{
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//Micky is DRUNK, pays more!
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dPriceModifier = armsDealerInfo[ gbSelectedArmsDealerID ].dSellModifier;
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