@@ -94,6 +94,8 @@ procedure Node014;
9494 Needs to be saved, make it a map variable (MVAR_) */
9595
9696import variable i_table_swap;
97+ import variable i_gun_table_1;
98+ import variable i_gun_table_2;
9799import variable i_gun_merchant;
98100
99101
@@ -126,16 +128,15 @@ procedure map_enter_p_proc begin
126128 if (not is_loading_game) then begin
127129 if (game_time > local_var(LVAR_Restock_Money)) then begin
128130 if (self_caps < 5000) then
129- item_caps_adjust(i_table_swap, Random(2000, 5000)); //edit by killap (expansion) - was self_obj
131+ item_caps_adjust(i_table_swap, Random(2000, 5000)); //edit by killap - was self_obj
130132 set_local_var(LVAR_Restock_Money, game_time + (ONE_GAME_WEEK * Random(1, 3)));
131133 end
132134 end
133135
134- i_gun_merchant := self_obj; //added by killap (expansion)
135-
136+ i_gun_merchant := self_obj; //added by killap
136137end
137138
138- //added by killap (expansion)
139+ //added by killap
139140procedure map_update_p_proc begin
140141 if (i_gun_merchant <= 0) then
141142 i_gun_merchant := self_obj;
184185 written by designers are placed in here. Additionally, Reactions are generated and
185186 stored which affects player interactions. */
186187procedure talk_p_proc begin
188+ variable obj, caps;
189+
187190 Evil_Critter:=0;
188191 Slavery_Tolerant:=SLAVE_TOLERANT;
189192 Karma_Perception:=KARMA_PERCEPTION1;
@@ -192,14 +195,23 @@ procedure talk_p_proc begin
192195
193196 GetReaction;
194197
195- //set_local_var(LVAR_Money, self_caps); -comment out by killap (expansion)
196- //self_caps_adjust(-local_var(LVAR_Money)); -comment out by killap (expansion)
198+ //set_local_var(LVAR_Money, self_caps); -comment out by killap
199+ //self_caps_adjust(-local_var(LVAR_Money)); -comment out by killap
197200
198201 move_obj_inven_to_obj(self_obj, swap_obj);
199202 move_obj_inven_to_obj(i_table_swap, self_obj);
200203
201- //self_caps_adjust(local_var(LVAR_Money)); -comment out by killap (expansion)
202- //set_local_var(LVAR_Money, 0); -comment out by killap (expansion)
204+ if (i_table_swap == i_gun_table_1) then begin
205+ obj := i_gun_table_2;
206+ end else begin
207+ obj := i_gun_table_1;
208+ end
209+ caps := item_caps_total(obj);
210+ self_caps_adjust(caps);
211+ item_caps_adjust(obj, -caps);
212+
213+ //self_caps_adjust(local_var(LVAR_Money)); -comment out by killap
214+ //set_local_var(LVAR_Money, 0); -comment out by killap
203215
204216 if (san_fran_flag(SF_SHI_ENEMY)) then begin
205217 start_gdialog(NAME,self_obj,4,-1,-1);
@@ -229,8 +241,8 @@ procedure talk_p_proc begin
229241 end_dialogue;
230242 end
231243
232- //set_local_var(LVAR_Money, self_caps); -comment out by killap (expansion)
233- //self_caps_adjust(-local_var(LVAR_Money)); -comment out by killap (expansion)
244+ //set_local_var(LVAR_Money, self_caps); -comment out by killap
245+ //self_caps_adjust(-local_var(LVAR_Money)); -comment out by killap
234246
235247 move_obj_inven_to_obj(self_obj, i_table_swap);
236248 move_obj_inven_to_obj(swap_obj, self_obj);
@@ -241,8 +253,8 @@ procedure talk_p_proc begin
241253 gSay_End;
242254 end_dialogue;
243255 end*/
244- //item_caps_adjust(self_obj, local_var(LVAR_Money)); -comment out by killap (expansion)
245- //set_local_var(LVAR_Money, 0); -comment out by killap (expansion)
256+ //self_caps_adjust( local_var(LVAR_Money)); -comment out by killap
257+ //set_local_var(LVAR_Money, 0); -comment out by killap
246258end
247259
248260/* This procedure gets called only on the death of this NPC. Special things like
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