Don't run nano mission logic at level 36 (fixes "Super Saiyan" bug)

This commit is contained in:
Gent S 2020-12-06 11:53:41 -05:00
parent 27f396af7e
commit a48fb3a8e8
1 changed files with 9 additions and 3 deletions

View File

@ -426,13 +426,19 @@ void MissionManager::updateFusionMatter(CNSocket* sock, int fusion) {
plr->fusionmatter += fusion;
// there's a much lower FM cap in the Future
if (plr->fusionmatter > AvatarGrowth[plr->level]["m_iFMLimit"])
plr->fusionmatter = AvatarGrowth[plr->level]["m_iFMLimit"];
int fmCap = AvatarGrowth[plr->level]["m_iFMLimit"];
if (plr->fusionmatter > fmCap)
plr->fusionmatter = fmCap;
else if (plr->fusionmatter < 0) // if somehow lowered too far
plr->fusionmatter = 0;
// don't run nano mission logic at level 36
if (plr->level >= 36)
return;
// check if it is enough for the nano mission
if (plr->fusionmatter < AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"])
int fmNano = AvatarGrowth[plr->level]["m_iReqBlob_NanoCreate"];
if (plr->fusionmatter < fmNano)
return;
// don't give the Blossom nano mission until the player's in the Past