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Commit b787b6b

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fix some buy/sell behaviour
1 parent b6a6ed4 commit b787b6b

2 files changed

Lines changed: 5 additions & 2 deletions

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‎src/Basescape/PurchaseState.cpp‎

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -501,7 +501,7 @@ void PurchaseState::increaseByValue(int change)
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// Item count
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double storesNeededPerItem = rule->getSize();
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double freeStores = _base->getAvailableStores() - _base->getUsedStores() - _iQty;
504-
double maxByStores = DBL_MAX;
504+
double maxByStores = double(INT_MAX);
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if (!AreSame(storesNeededPerItem, 0.0))
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{
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maxByStores = (freeStores + 0.05) / storesNeededPerItem;

‎src/Basescape/SellState.cpp‎

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -311,7 +311,10 @@ void SellState::btnOkClick(Action *)
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for (std::vector<Vehicle*>::iterator v = craft->getVehicles()->begin(); v != craft->getVehicles()->end(); ++v)
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{
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_base->getItems()->addItem((*v)->getRules()->getType());
314-
_base->getItems()->addItem((*v)->getRules()->getCompatibleAmmo()->front(), (*v)->getAmmo());
314+
if (!(*v)->getRules()->getCompatibleAmmo()->empty())
315+
{
316+
_base->getItems()->addItem((*v)->getRules()->getCompatibleAmmo()->front(), (*v)->getAmmo());
317+
}
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}
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317320
// Remove soldiers from craft

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