The function is called when:I remembered seeing this function at multiple places, but if it isn't called often then there is no problem.
- You ransom a colony after capturing the fort
- You capture a town and give it to another nation, with an exception for your personal nation (code in Dialog_func.c)
- You capture a town and take it for yourself (code in fortcapture.c interface, though I'm pretty sure this does also call the same function from Dialog_func.c; why is this handled separately???)
- Something involving smuggling while still in the tavern (??? Also... terrible spelling there):
Code:
Dialog.Text = "We can offer you the sum of " + sum + " gold in exchange of all the smuggling's goods you have in your hold !";
Link.l1 = "Well. If that can improve relations between me and your country, why not ?";
Link.l1.go = "accept";
Link.l2 = "Sorry but for this sum, i prefer to keep my goods ! Farewell !";
Link.l2.go = "exit";
Npchar.money = sum;
break;
case "accept":
Dialog.Text = "That's good captain ! The governor will be satisfied with this news and believe well that he will be grateful for that ! Here's your money !";
Link.l1 = "Thanks.";
Link.l1.go = "exit";
sum = Npchar.money;
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneyToCharacter(pchar, sti(sum));
AddMoneyToCharacter(Npchar, -sti(sum));
float points = stf(sum/4000);
UpdateRMRelation(GetMainCharacter(), sti(Npchar.nation), -points);
- You capture a ship at sea
None are called in a loop, so impact on performance should not be too horrible.
But there are definitely some curiosities in the related code.
