Don't auto-sell rocket capacity when buying laser/charger in Classic.
Classic difficulty penalizes you for selling items, so it's best not to automatically sell anything that doesn't need to be. It could be, for example, that you want to switch to a laser and then back to rockets, in which case the auto-selling could make this much more costly or cripple your missiles when you come back to them.
This commit is contained in:
parent
dd4e0b3855
commit
eecdb15445
14
src/shop.cpp
14
src/shop.cpp
|
@ -721,8 +721,11 @@ static void buy(int i)
|
||||||
shop_sellSecondaryWeapon();
|
shop_sellSecondaryWeapon();
|
||||||
player.weaponType[1] = W_LASER;
|
player.weaponType[1] = W_LASER;
|
||||||
|
|
||||||
while (game.maxRocketAmmo > 5)
|
if (game.difficulty != DIFFICULTY_ORIGINAL)
|
||||||
sell(SHOP_ROCKET_MAX_AMMO);
|
{
|
||||||
|
while (game.maxRocketAmmo > 5)
|
||||||
|
sell(SHOP_ROCKET_MAX_AMMO);
|
||||||
|
}
|
||||||
while (player.ammo[1] > 0)
|
while (player.ammo[1] > 0)
|
||||||
sell(SHOP_ROCKET_AMMO);
|
sell(SHOP_ROCKET_AMMO);
|
||||||
|
|
||||||
|
@ -754,8 +757,11 @@ static void buy(int i)
|
||||||
shop_sellSecondaryWeapon();
|
shop_sellSecondaryWeapon();
|
||||||
player.weaponType[1] = W_CHARGER;
|
player.weaponType[1] = W_CHARGER;
|
||||||
|
|
||||||
while (game.maxRocketAmmo > 5)
|
if (game.difficulty != DIFFICULTY_ORIGINAL)
|
||||||
sell(SHOP_ROCKET_MAX_AMMO);
|
{
|
||||||
|
while (game.maxRocketAmmo > 5)
|
||||||
|
sell(SHOP_ROCKET_MAX_AMMO);
|
||||||
|
}
|
||||||
while (player.ammo[1] > 0)
|
while (player.ammo[1] > 0)
|
||||||
sell(SHOP_ROCKET_AMMO);
|
sell(SHOP_ROCKET_AMMO);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue