diff --git a/sources/Features/FixAmmoSelling/FixAmmoSelling.uc b/sources/Features/FixAmmoSelling/FixAmmoSelling.uc index dc82e43..a248455 100644 --- a/sources/Features/FixAmmoSelling/FixAmmoSelling.uc +++ b/sources/Features/FixAmmoSelling/FixAmmoSelling.uc @@ -10,10 +10,10 @@ * * This feature fixes this problem by setting 'pickupClass' variable in * potentially abusable weapons to our own value that won't receive a discount. - * Luckily for us, discount checks are the only place where variable is - * directly checked in a vanilla game's code + * Luckily for us, it seems that pickup spawn and discount checks are the only + * two place where variable is directly checked in a vanilla game's code * ('default.pickupClass' is used everywhere else), - * so we can easily deal with the only side effect of such change. + * so we can easily deal with the side effects of such change. * Copyright 2020 Anton Tarasenko *------------------------------------------------------------------------------ * This file is part of Acedia. @@ -45,13 +45,16 @@ class FixAmmoSelling extends Feature; * This change already completely fixes ammo printing. * Possible concern with changing the value of 'pickupClass' is that * it might affect gameplay in too many ways. - * But, luckily for us, that value is only used in 'ServerBuyAmmo' - * function of 'KFPawn' (all the other places use it's default value instead). - * This means that the only side-effect of our change is that ammo will be - * sold at a different (lower for us) price, while trader would still display - * and require the original price. This problem is solved by manually taking - * from player the difference between what he should have had to pay - * and what he actually paid. + * But, luckily for us, that value is only used when spawning a new pickup and + * in 'ServerBuyAmmo' function of 'KFPawn' + * (all the other places use it's default value instead). + * This means that the only two side-effects of our change are: + * 1. That wrong pickup class will be spawned. This problem is easily + * solved by replacing spawned actor in 'CheckReplacement'. + * 2. That ammo will be sold at a different (lower for us) price, + * while trader would still display and require the original price. + * This problem is solved by manually taking from player the difference + * between what he should have had to pay and what he actually paid. * This brings us to the second issue - * detecting when player bought the ammo. * Unfortunately, it doesn't seem possible to detect with 100% certainty