src/game/Tactical/ShopKeeper_Interface.cc
static BOOLEAN WillShopKeeperRejectObjectsFromPlayer(INT8 bDealerId, INT8 bSlotId)
{
	BOOLEAN fRejected = TRUE;

	const INVENTORY_IN_SLOT* const o = &PlayersOfferArea[bSlotId];
	if (GCM->getItem(o->sItemIndex)->getItemClass() == IC_MONEY)
	{
		fRejected = FALSE;
	}
	else if (CanDealerTransactItem(gbSelectedArmsDealerID, o->sItemIndex, TRUE))
	{
		fRejected = FALSE;
	}

	else
	{
		fRejected = TRUE;
	}

	return( fRejected );
}
// run through what the player has on the table and see if the shop keep will accept it or not
run through what the player has on the table and see if the shop keep will accept it or not
run through what the player has on the table and see if the shop keep will accept it or not
static BOOLEAN WillShopKeeperRejectObjectsFromPlayer(INT8 bDealerId, INT8 bSlotId)
{
	BOOLEAN fRejected = TRUE;
	const INVENTORY_IN_SLOT* const o = &PlayersOfferArea[bSlotId];
	if (GCM->getItem(o->sItemIndex)->getItemClass() == IC_MONEY)
	{
		fRejected = FALSE;
	}
	else if (CanDealerTransactItem(gbSelectedArmsDealerID, o->sItemIndex, TRUE))
	{
		fRejected = FALSE;
	}
	else
	{
		fRejected = TRUE;
	}
	return( fRejected );
}
static BOOLEAN WillShopKeeperRejectObjectsFromPlayer ( INT8 bDealerId , INT8 bSlotId ) { BOOLEAN fRejected = TRUE ; const INVENTORY_IN_SLOT * const o = & PlayersOfferArea [ bSlotId ] ; if ( GCM -> getItem ( o -> sItemIndex ) -> getItemClass ( ) == IC_MONEY ) { fRejected = FALSE ; } else if ( CanDealerTransactItem ( gbSelectedArmsDealerID , o -> sItemIndex , TRUE ) ) { fRejected = FALSE ; } else { fRejected = TRUE ; } return ( fRejected ) ; }
run through what the player has on the table and see if the shop keep will accept it or not
run through what the player has on the table and see if the shop keep will accept it or not