I've almost got something that seems more reasonable....
Fine, no problem.
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I've almost got something that seems more reasonable....
- and if it were "right" we wouldn't be looking at it? - and thus without scrutiny it wouldn't seem at all complicated (possibly)Ugh, why is so much complicated stuff so wrong?
(Oh wait, I know! Because it's complicated.... )
if( GetRemovable(chref) || _Goods == GOOD_WHEAT || _Goods == GOOD_RUM) // LDH 13Oct06 fix for quest ships
// KK -->
//gets total crew of squadron
int GetSquadronTotalCrewQuantity(ref mchref)
{
int crewQ = 0;
int i,cn;
// crewQ += GetTotalCrewQuantity(mchref);
ref chref;
for(i=0; i<4; i++) // PB: Starting at 0 includes player ship crew too
{
cn = GetCompanionIndex(mchref,i);
if( cn>0 && GetRemovable(&Characters[cn]) )
{
chref = GetCharacter(cn);
crewQ += GetTotalCrewQuantity(chref);
}
}
return crewQ;
}
// <-- KK
// PB -->
//gets total crew on escort and specific quest ships
int GetUnremovableCrewQuantity(ref mchref)
{
int crewQ = 0;
int i,cn;
ref chref;
for(i=1; i<4; i++) // Deliberately exclude player crew, just in case
{
cn = GetCompanionIndex(mchref,i);
if( cn>0 && !GetRemovable(&Characters[cn]) )
{
chref = GetCharacter(cn);
crewQ += GetTotalCrewQuantity(chref);
}
}
return crewQ;
}
// <-- PB
int crewQ = GetSquadronTotalCrewQuantity(pchar);
// PB: Cursed Coins -->
if(CheckCharacterItem(pchar,"cursedcoin"))
{
CursedCoins = GetCursedCoinCount();
crewQ = crewQ - CursedCoins;
if(crewQ<0) crewQ = 0;
}
// PB: Cursed Coins <--
crewQ = crewQ + GetUnremovableCrewQuantity(pchar);
bool CheckFood = FOOD_ON && CheckAttribute(pchar, "ship") && crewQ>0;
Please do! My brain is shutting down here.My offer remains open to look a bit further.
Do you reckon that would work?
lost the text but the gist of my offer was to look further at this point!If not:
I seriously doubt that, but I will take my time to leisurely stroll through the code and look for a nice resolution to the scenario. If I find one then I'll post it - if not then you already have a winner!Please do! My brain is shutting down here.
Very true. I much prefer having the numbers match up, even if players wouldn't be likely to notice it.My original notice of their not eating comes from the code -you wouldn't likely notice it in gameplay (unless we have players with food consumption equations in their heads - and even then since it effectively just eaks out the foodstocks shouldn't be a cause for complaint - seems nobody did). Of course leaving something that is "wrong" goes against the grain but your adding in them to consumption fixes that anyway