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@ -205,9 +205,30 @@ void Merchant::SellItem(std::weak_ptr<Item>item,uint32_t amt){ |
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} |
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} |
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totalCost=item.lock()->SellValue()*amt; |
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totalCost=item.lock()->SellValue()*amt; |
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//If the item is equipped on our character, remove it.
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EquipSlot equippedItemSlot=Inventory::GetSlotEquippedIn(item); |
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if(equippedItemSlot!=EquipSlot::NONE)Inventory::UnequipItem(equippedItemSlot); |
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int foundLoadoutSlot=-1; |
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//If the item exists in our loadout, remove it.
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for(int i=0;i<game->GetLoadoutSize();i++){ |
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if(!ISBLANK(game->GetLoadoutItem(i))&&game->GetLoadoutItem(i).lock()->ActualName()==item.lock()->ActualName()){ |
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game->ClearLoadoutItem(i); |
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if(foundLoadoutSlot!=-1)ERR("WARNING! Found two loadout item slots with the same item! THIS SHOULD NOT BE HAPPENING!") |
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foundLoadoutSlot=i; |
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} |
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} |
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std::string itemName=item.lock()->ActualName(); //We need the item name since our reference to the item is about to be deleted.
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Inventory::RemoveItem(item,amt); |
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Inventory::RemoveItem(item,amt); |
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game->GetPlayer()->SetMoney(game->GetPlayer()->GetMoney()+totalCost); |
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game->GetPlayer()->SetMoney(game->GetPlayer()->GetMoney()+totalCost); |
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//If we still have some in our inventory, we'll add them back in.
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if(Inventory::GetItemCount(itemName)>0){ |
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game->SetLoadoutItem(foundLoadoutSlot,itemName); |
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} |
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sellFunctionPrimed=false; |
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sellFunctionPrimed=false; |
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}; |
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}; |
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