mirror of
https://github.com/1dot13/source.git
synced 2026-09-09 14:46:05 +02:00
-fixed mercs complaining about equipment when it's really good
-fixed BR not getting new stock for items with indexes > 1000 -reduced re-ordering times for awesome BR's git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@357 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-2
@@ -23,12 +23,12 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.353" };
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INT16 zVersionLabel[256] = { L"Release v1.13.357" };
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#endif
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#endif
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INT8 czVersionNumber[16] = { "Build 06.07.17" };
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INT8 czVersionNumber[16] = { "Build 06.07.19" };
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INT16 zTrackingNumber[16] = { L"Z" };
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INT16 zTrackingNumber[16] = { L"Z" };
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+14
-6
@@ -111,7 +111,7 @@
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#define BOBBY_R_NEW_PURCHASE_ARRIVAL_TIME (1 * 60 * 24) // minutes in 1 day
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#define BOBBY_R_NEW_PURCHASE_ARRIVAL_TIME (1 * 60 * 24) // minutes in 1 day
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#define BOBBY_R_USED_PURCHASE_OFFSET 1000
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#define BOBBY_R_USED_PURCHASE_OFFSET MAXITEMS
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#define BOBBYR_UNDERCONSTRUCTION_ANI_DELAY 150
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#define BOBBYR_UNDERCONSTRUCTION_ANI_DELAY 150
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#define BOBBYR_UNDERCONSTRUCTION_NUM_FRAMES 5
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#define BOBBYR_UNDERCONSTRUCTION_NUM_FRAMES 5
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@@ -643,10 +643,11 @@ BOOLEAN InitBobbyRayUsedInventory()
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void DailyUpdateOfBobbyRaysNewInventory()
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void DailyUpdateOfBobbyRaysNewInventory()
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{
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{
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INT16 i;
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INT32 i;
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UINT16 usItemIndex;
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UINT16 usItemIndex;
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BOOLEAN fPrevElig;
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BOOLEAN fPrevElig;
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: list length = %d", LaptopSaveInfo.usInventoryListLength[BOBBY_RAY_NEW]));
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//simulate other buyers by reducing the current quantity on hand
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//simulate other buyers by reducing the current quantity on hand
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SimulateBobbyRayCustomer(LaptopSaveInfo.BobbyRayInventory, BOBBY_RAY_NEW);
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SimulateBobbyRayCustomer(LaptopSaveInfo.BobbyRayInventory, BOBBY_RAY_NEW);
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@@ -659,15 +660,18 @@ void DailyUpdateOfBobbyRaysNewInventory()
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Assert(usItemIndex < MAXITEMS);
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Assert(usItemIndex < MAXITEMS);
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: checking item = %d, qty on order = %d",usItemIndex,LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder));
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// make sure this item is still sellable in the latest version of the store inventory
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// make sure this item is still sellable in the latest version of the store inventory
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if ( StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] == 0 )
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if ( StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] == 0 )
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{
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: skipping item = %d",usItemIndex));
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continue;
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continue;
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}
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}
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//if the item isn't already on order
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//if the item isn't already on order
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder == 0)
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRay == BR_AWESOME )
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{
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, qty on hand = %d, half desired amount = %d",usItemIndex,LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand,(StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRay )/2));
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//if the qty on hand is half the desired amount or fewer
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//if the qty on hand is half the desired amount or fewer
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand <= (StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRay )/2 )
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand <= (StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRay )/2 )
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{
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{
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@@ -683,6 +687,7 @@ void DailyUpdateOfBobbyRaysNewInventory()
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// if this is the first day the player is eligible to have access to this thing
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// if this is the first day the player is eligible to have access to this thing
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if ( !fPrevElig || gGameOptions.ubBobbyRay == BR_AWESOME )
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if ( !fPrevElig || gGameOptions.ubBobbyRay == BR_AWESOME )
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{
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, add fresh inventory",usItemIndex));
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// eliminate the ordering delay and stock the items instantly!
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// eliminate the ordering delay and stock the items instantly!
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// This is just a way to reward the player right away for making progress without the reordering lag...
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// This is just a way to reward the player right away for making progress without the reordering lag...
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AddFreshBobbyRayInventory( usItemIndex );
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AddFreshBobbyRayInventory( usItemIndex );
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@@ -709,14 +714,13 @@ void DailyUpdateOfBobbyRaysUsedInventory()
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UINT16 usItemIndex;
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UINT16 usItemIndex;
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BOOLEAN fPrevElig;
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BOOLEAN fPrevElig;
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//simulate other buyers by reducing the current quantity on hand
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//simulate other buyers by reducing the current quantity on hand
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SimulateBobbyRayCustomer(LaptopSaveInfo.BobbyRayUsedInventory, BOBBY_RAY_USED);
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SimulateBobbyRayCustomer(LaptopSaveInfo.BobbyRayUsedInventory, BOBBY_RAY_USED);
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for(i = 0; i < LaptopSaveInfo.usInventoryListLength[BOBBY_RAY_USED]; i++)
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for(i = 0; i < LaptopSaveInfo.usInventoryListLength[BOBBY_RAY_USED]; i++)
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{
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{
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//if the used item isn't already on order
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//if the used item isn't already on order
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder == 0 )
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRay == BR_AWESOME )
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{
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{
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//if we don't have ANY
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//if we don't have ANY
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnHand == 0 )
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnHand == 0 )
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@@ -763,10 +767,11 @@ UINT8 HowManyBRItemsToOrder(UINT16 usItemIndex, UINT8 ubCurrentlyOnHand, UINT8 u
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{
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{
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UINT8 ubItemsOrdered = 0;
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UINT8 ubItemsOrdered = 0;
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("HowManyBRItemsToOrder: item = %d",usItemIndex));
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Assert(usItemIndex < MAXITEMS);
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Assert(usItemIndex < MAXITEMS);
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// formulas below will fail if there are more items already in stock than optimal
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// formulas below will fail if there are more items already in stock than optimal
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Assert(ubCurrentlyOnHand <= StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRay) ;
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//Assert(ubCurrentlyOnHand <= StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRay) ;
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Assert(ubBobbyRayNewUsed < BOBBY_RAY_LISTS);
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Assert(ubBobbyRayNewUsed < BOBBY_RAY_LISTS);
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@@ -812,6 +817,7 @@ void AddFreshBobbyRayInventory( UINT16 usItemIndex )
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BOOLEAN fUsed;
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BOOLEAN fUsed;
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UINT8 ubItemQuality;
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UINT8 ubItemQuality;
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("AddFreshBobbyRayInventory: item = %d", usItemIndex ));
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if( usItemIndex >= BOBBY_R_USED_PURCHASE_OFFSET )
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if( usItemIndex >= BOBBY_R_USED_PURCHASE_OFFSET )
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{
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{
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@@ -832,10 +838,12 @@ void AddFreshBobbyRayInventory( UINT16 usItemIndex )
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sInventorySlot = GetInventorySlotForItem(pInventoryArray, usItemIndex, fUsed);
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sInventorySlot = GetInventorySlotForItem(pInventoryArray, usItemIndex, fUsed);
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if (sInventorySlot == -1)
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if (sInventorySlot == -1)
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{
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("AddFreshBobbyRayInventory: item not found! = %d", usItemIndex ));
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AssertMsg( FALSE, String( "AddFreshBobbyRayInventory(), Item %d not found. AM-0.", usItemIndex ) );
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AssertMsg( FALSE, String( "AddFreshBobbyRayInventory(), Item %d not found. AM-0.", usItemIndex ) );
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return;
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return;
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}
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}
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("AddFreshBobbyRayInventory: item = %d, qty on hand = %d, qty on order = %d", usItemIndex,pInventoryArray[ sInventorySlot ].ubQtyOnHand, pInventoryArray[ sInventorySlot ].ubQtyOnOrder ));
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pInventoryArray[ sInventorySlot ].ubQtyOnHand += pInventoryArray[ sInventorySlot ].ubQtyOnOrder;
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pInventoryArray[ sInventorySlot ].ubQtyOnHand += pInventoryArray[ sInventorySlot ].ubQtyOnOrder;
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pInventoryArray[ sInventorySlot ].ubItemQuality = ubItemQuality;
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pInventoryArray[ sInventorySlot ].ubItemQuality = ubItemQuality;
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@@ -689,10 +689,10 @@ BOOLEAN SoldierHasWorseEquipmentThanUsedTo( SOLDIERTYPE *pSoldier )
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{
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{
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INT32 cnt;
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INT32 cnt;
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UINT16 usItem;
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UINT16 usItem;
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INT8 bBestArmour = -1;
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INT32 bBestArmour = -1;
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INT8 bBestArmourIndex = -1;
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INT32 bBestArmourIndex = -1;
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INT8 bBestGun = -1;
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INT32 bBestGun = -1;
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INT8 bBestGunIndex = -1;
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INT32 bBestGunIndex = -1;
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for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
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for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
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