if(AutoLoot)
{
int q;
aref tempitem;
bool log = false;
string b = "";
string g = "";
string m = "";
string comp = "";
string tempitm = ""; // PB: prevent double looting
bool btemp = !IsOfficer(attack) && !IsOfficer(enemy);
// SCREWFACE : to loot enemy weapons if one of your crewmember kill an enemy
if(attack.name==XI_ConvertString("Crewmember") || enemy.name==XI_ConvertString("Crewmember")){btemp=false;}
// END
if(!btemp) // that is, do this if either attack || enemy is officer. Done as a ! and && because there were originally three ors to do and some nesting which POTC doesn't support.
{
int ethingidx;
if(CheckAttribute(enemy, "equip.blade") && enemy.lastname != VC_MONKEY_LNAME) // ccc
{
//tmp += enemy.equip.blade;
ethingidx = GetItemIndex(enemy.equip.blade);
if(ENABLE_WEAPONSMOD && CheckAttribute(Items[ethingidx], "bladequality") && sti(Items[ethingidx].bladequality) < MIN_QUALITY_TO_KEEP+2) // NK 04-11-03 add min qual check
{
//do nothing
}
else
{
tempitm = GetCharacterEquipByGroup(enemy,BLADE_ITEM_TYPE);
if(tempitm != "bladeX4")
// PB: Don't loot fists
{
GiveItem2Character(GetMainCharacter(), tempitm);
TakeItemFromCharacter(enemy, tempitm); // PB: To prevent double looting
makearef(tempitem, Items[ethingidx]); // NK 04-09-08 now use native getindex
log = true;
b = " " + XI_ConvertString("a") + " " + TranslateString("",tempitem.name);
}
}
}