v0.12.0.2
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -6,9 +7,12 @@ namespace Barotrauma
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{
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public void SellBackPurchasedItems(List<PurchasedItem> itemsToSell)
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{
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// Check all the prices before starting the transaction
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// to make sure the modifiers stay the same for the whole transaction
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Dictionary<ItemPrefab, int> buyValues = GetBuyValuesAtCurrentLocation(itemsToSell.Select(i => i.ItemPrefab));
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foreach (PurchasedItem item in itemsToSell)
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{
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var itemValue = GetBuyValueAtCurrentLocation(item);
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var itemValue = item.Quantity * buyValues[item.ItemPrefab];
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Location.StoreCurrentBalance -= itemValue;
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campaign.Money += itemValue;
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PurchasedItems.Remove(item);
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@@ -17,9 +21,12 @@ namespace Barotrauma
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public void BuyBackSoldItems(List<SoldItem> itemsToBuy)
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{
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// Check all the prices before starting the transaction
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// to make sure the modifiers stay the same for the whole transaction
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Dictionary<ItemPrefab, int> sellValues = GetSellValuesAtCurrentLocation(itemsToBuy.Select(i => i.ItemPrefab));
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foreach (SoldItem item in itemsToBuy)
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{
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var itemValue = GetSellValueAtCurrentLocation(item.ItemPrefab);
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var itemValue = sellValues[item.ItemPrefab];
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if (Location.StoreCurrentBalance < itemValue || item.Removed) { continue; }
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Location.StoreCurrentBalance += itemValue;
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campaign.Money -= itemValue;
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@@ -29,10 +36,13 @@ namespace Barotrauma
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public void SellItems(List<SoldItem> itemsToSell)
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{
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// Check all the prices before starting the transaction
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// to make sure the modifiers stay the same for the whole transaction
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Dictionary<ItemPrefab, int> sellValues = GetSellValuesAtCurrentLocation(itemsToSell.Select(i => i.ItemPrefab));
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var canAddToRemoveQueue = (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer) && Entity.Spawner != null;
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foreach (SoldItem item in itemsToSell)
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{
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var itemValue = GetSellValueAtCurrentLocation(item.ItemPrefab);
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var itemValue = sellValues[item.ItemPrefab];
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// check if the store can afford the item and if the item hasn't been removed already
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if (Location.StoreCurrentBalance < itemValue || item.Removed) { continue; }
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