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