diff --git a/Strategic/Hourly Update.cpp b/Strategic/Hourly Update.cpp index afe39d9fb..02944d24e 100644 --- a/Strategic/Hourly Update.cpp +++ b/Strategic/Hourly Update.cpp @@ -481,7 +481,9 @@ void HourlyLarryUpdate() if ( fBar ) { // take $ from player's account - usCashAmount = Item[ ALCOHOL ].usPrice; + // silversurfer: changed the price to reflect the changed amount of 25% below + //usCashAmount = Item[ ALCOHOL ].usPrice; + usCashAmount = (UINT16)(Item[ ALCOHOL ].usPrice / 4.0f ); AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) ); // give Larry some booze and set slot etc values appropriately // CHRISL: Change final parameter to allow dynamic control of inventory slots @@ -489,7 +491,10 @@ void HourlyLarryUpdate() if ( bBoozeSlot != NO_SLOT ) { // give Larry booze here - CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) ); + // silversurfer: only give the merc a 25% bottle. This fixes the problem that the bottle of alcohol can go to any inventory slot even one that isn't available. + // Now the bottle will be fully consumed below and vanishes from inventory before the player even gets to see it. This simulates going to a bar to have a drink there. + //CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) ); + CreateItem( ALCOHOL, 25, &(pSoldier->inv[bBoozeSlot]) ); } bSlot = bBoozeSlot; bLarryItemLoop = 1;