Fix incorrect description for FixAmmoSell
Previous description understated the effects of the `allowNegativeDosh` flag. Effects are much more common and significat that previously thought because of game behavior on filling ammo for one or all weapons.
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@ -51,16 +51,21 @@ allowSellValueIncrease=true
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autoEnable=true
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; Due to how this fix works, players with level below 6 get charged less
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; than necessary by the shop and this fix must take the rest of
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; the cost by itself. While it's _highly_ unreliable and can only provide
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; a minuscule benefit this can potentially be abused by cheaters.
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; To decrease the amount of value they can get from it, this fix can be
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; allowed to decrease players' money into negative values.
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; The trade off is a small chance that there is a bug in this fix and
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; an unlucky circumstances can lead to regular players
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; to have negative dosh values.
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; Both situations are highly unlikely and whichever one you chose probably
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; doesn't matter, but the option is there.
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allowNegativeDosh=true
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; the cost by itself.
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; The problem is, due to how ammo purchase is coded, low-level (<6 lvl)
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; players can actually buy more ammo for "fixed" weapons than they can afford
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; by filling ammo for one or all weapons.
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; Setting this flag to 'true' will allow us to still take full cost
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; from them, putting them in "debt" (having negative dosh amount).
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; If you don't want to have players with negative dosh values on your server
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; as a side-effect of this fix, then leave this flag as 'false',
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; letting low level players buy ammo cheaper
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; (but not cheaper than lvl6 could).
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; NOTE: this issue doesn't affect level 6 players.
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; NOTE #2: this fix does give players below level 6 some
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; technical advantage compared to vanilla game, but this advantage
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; cannot exceed benefits of having level 6.
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allowNegativeDosh=false
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[Acedia.FixInventoryAbuse]
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@ -89,15 +89,21 @@ class FixAmmoSelling extends Feature;
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// Due to how this fix works, players with level below 6 get charged less
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// than necessary by the shop and this fix must take the rest of
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// the cost by itself. While for unreliable and for minuscule benefit,
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// this can potentially be abused by cheaters.
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// To decrease the amount of value they can get from it, this fix can be
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// allowed to decrease players' money into negative values.
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// The trade off is a small chance that a some bug in this fix and
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// an unlucky circumstances can lead to regular players
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// having negative dosh values.
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// Both situations are highly unlikely, but the option is there.
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var private config const bool allowNegativeDosh;
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// the cost by itself.
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// The problem is, due to how ammo purchase is coded, low-level (<6 lvl)
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// players can actually buy more ammo for "fixed" weapons than they can afford
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// by filling ammo for one or all weapons.
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// Setting this flag to 'true' will allow us to still take full cost
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// from them, putting them in "debt" (having negative dosh amount).
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// If you don't want to have players with negative dosh values on your server
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// as a side-effect of this fix, then leave this flag as 'false',
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// letting low level players buy ammo cheaper
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// (but not cheaper than lvl6 could).
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// NOTE: this issue doesn't affect level 6 players.
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// NOTE #2: this fix does give players below level 6 some
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// technical advantage compared to vanilla game, but this advantage
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// cannot exceed benefits of having level 6.
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var private config const bool allowNegativeDosh;
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// This structure records what classes of weapons can be abused
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// and what pickup class we should use to fix the exploit.
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@ -373,7 +379,7 @@ event Tick(float delta)
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defaultproperties
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{
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allowNegativeDosh = true;
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allowNegativeDosh = false
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rules(0)=(abusableWeapon=class'KFMod.Crossbow',pickupReplacement=class'FixAmmoSellingClass_CrossbowPickup')
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rules(1)=(abusableWeapon=class'KFMod.PipeBombExplosive',pickupReplacement=class'FixAmmoSellingClass_PipeBombPickup')
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rules(2)=(abusableWeapon=class'KFMod.M79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M79Pickup')
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