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Fixes issue with calculating the value of items being sold. The loop was starting at 0 instead of 1.
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@ -12447,7 +12447,7 @@ void Client::Handle_OP_ShopPlayerSell(const EQApplicationPacket *app)
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uint32 i;
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uint32 i;
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if (RuleB(Merchant, UsePriceMod)) {
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if (RuleB(Merchant, UsePriceMod)) {
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for (i = 0; i < cost_quantity; i++) {
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for (i = 1; i <= cost_quantity; i++) {
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price = (uint32)((item->Price * i)*(RuleR(Merchant, BuyCostMod))*Client::CalcPriceMod(vendor, true) + 0.5); // need to round up, because client does it automatically when displaying price
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price = (uint32)((item->Price * i)*(RuleR(Merchant, BuyCostMod))*Client::CalcPriceMod(vendor, true) + 0.5); // need to round up, because client does it automatically when displaying price
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if (price > 4000000000) {
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if (price > 4000000000) {
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cost_quantity = i;
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cost_quantity = i;
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@ -12457,7 +12457,7 @@ void Client::Handle_OP_ShopPlayerSell(const EQApplicationPacket *app)
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}
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}
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}
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}
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else {
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else {
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for (i = 0; i < cost_quantity; i++) {
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for (i = 1; i <= cost_quantity; i++) {
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price = (uint32)((item->Price * i)*(RuleR(Merchant, BuyCostMod)) + 0.5); // need to round up, because client does it automatically when displaying price
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price = (uint32)((item->Price * i)*(RuleR(Merchant, BuyCostMod)) + 0.5); // need to round up, because client does it automatically when displaying price
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if (price > 4000000000) {
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if (price > 4000000000) {
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cost_quantity = i;
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cost_quantity = i;
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