From 867343f53ab603e7795db4802485117b59c9f279 Mon Sep 17 00:00:00 2001 From: Anton Tarasenko Date: Tue, 18 Feb 2020 20:25:43 +0700 Subject: [PATCH] Add config entry for `FixDualiesCost` --- config/Acedia.ini | 49 ++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 48 insertions(+), 1 deletion(-) diff --git a/config/Acedia.ini b/config/Acedia.ini index 0cc4009..e1a0762 100644 --- a/config/Acedia.ini +++ b/config/Acedia.ini @@ -151,6 +151,7 @@ autoEnable=true ; Both situations are highly unlikely, but the option is there. allowNegativeDosh=true + ; This feature attempts to prevent server crashes caused by someone ; quickly switching between being spectator and an active player. [Acedia.FixSpectatorCrash] @@ -175,4 +176,50 @@ spectatorChangeTimeout=0.25 ; the current amount of real players + that difference. ; So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes ; 3 players + 3 (=6 numPlayers). -allowServerBlock=true \ No newline at end of file +allowServerBlock=true + + +; This feature fixes several issues related to the selling price of both +; single and dual pistols, all originating from the existence of dual weapons. +; Most notable issue is the ability to "print" money by buying and +; selling pistols in a certain way. +; +; It fixes all of the issues by manually setting pistols' +; 'SellValue' variables to proper values. +; Fix only works with vanilla pistols, as it's unpredictable what +; custom ones can do and they can handle these issues on their own +; in a better way. +[Acedia.FixDualiesCost] +autoEnable=true +; Some issues involve possible decrease in pistols' price and +; don't lead to exploit, but are still bugs and require fixing. +; If you have a Deagle in your inventory and then get another one +; (by either buying or picking it off the ground) - the price of resulting +; dual pistols will be set to the price of the last deagle, +; like the first one wasn't worth anything at all. +; In particular this means that (prices are off-perk for more clarity): +; 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of +; the cost (+750 do$h), you lose 250 do$h; +; 2. If you first buy a deagle (-500 do$h), then buy +; the second one (-500 do$h) and then sell them, you'll only get +; 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h; +; 3. So if you already have bought a deagle (-500 do$h), +; you can get a more expensive weapon by doing a stupid thing +; and first selling your Deagle (+375 do$h), +; then buying dual deagles (-1000 do$h). +; If you sell them after that, you'll gain 75% of the cost of +; dual deagles (+750 do$h), leaving you with losing only 375 do$h. +; Of course, situations described above are only relevant if you're planning +; to sell your weapons at some point and most people won't even notice it. +; But such an oversight still shouldn't exist in a game and we fix it by +; setting sell value of dualies as a sum of values of each pistol. +; Yet, fixing this issue leads to players having more expensive +; (while fairly priced) weapons than on vanilla, technically making +; the game easier. And some people might object to having that in +; a whitelisted bug-fixing feature. +; These people are, without a question, complete degenerates. +; But making mods for only non-mentally challenged isn't inclusive. +; So we add this option. +; Set it to 'false' if you only want to fix ammo printing +; and leave the rest of the bullshit as-is. +allowSellValueIncrease=true \ No newline at end of file