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@ -14273,7 +14273,6 @@ bool CCharacter::autoFillExchangeView()
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CMission* currentMission = NULL;
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CGameItemPtr invItem;
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uint stepCounter, candidateCounter, totalItemsInBag, itemsSeenCount;
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CActiveStepPD activeStep;
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CMissionTemplate* missionTemplate;
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std::map<uint32, CActiveStepPD>::iterator stepIterator;
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std::vector<IMissionStepTemplate::CSubStep> validateSteps;
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@ -14308,6 +14307,20 @@ bool CCharacter::autoFillExchangeView()
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break;
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validateSteps = missionTemplate->Steps[*itSet - 1]->getSubSteps();
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// get gift step from mission
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const CActiveStepPD *botGiftStep = currentMission->getSteps(*itSet);
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if (botGiftStep)
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{
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// fill in remaining quantities
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for(uint i = 0; i < validateSteps.size(); ++i)
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{
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const CActiveStepStatePD *gift = botGiftStep->getStates(i+1);
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if (gift != NULL)
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validateSteps[i].Quantity = gift->getState();
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}
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}
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// the exchange temp inventory thingy has only 8 slots, so very benign failures to put items into it
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// are possible. Hence merely breaking (doing no further work) as opposed to aborting work done,
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// and still returning "true". (exchangeWorked == false does not necessarily represent a failure of the whole
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