Check for unit on trading block last in load() and lload()
This is to make them more similar, and to get the market code out of the way.
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1 changed files with 16 additions and 14 deletions
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@ -116,13 +116,6 @@ load(void)
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if (!player->owner && (load_unload == UNLOAD)) {
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if (!player->owner && (load_unload == UNLOAD)) {
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continue;
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continue;
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}
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}
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if (opt_MARKET) {
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if (ontradingblock(EF_SHIP, &ship)) {
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pr("You cannot load/unload an item on the trading block!\n");
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continue;
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}
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}
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if (ship.shp_own != player->cnum) {
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if (ship.shp_own != player->cnum) {
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if (!noisy)
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if (!noisy)
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continue;
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continue;
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@ -165,6 +158,14 @@ load(void)
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xyas(ship.shp_x, ship.shp_y, player->cnum));
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xyas(ship.shp_x, ship.shp_y, player->cnum));
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continue;
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continue;
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}
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}
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if (opt_MARKET) {
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if (ontradingblock(EF_SHIP, &ship)) {
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pr("You cannot load/unload an item on the trading block!\n");
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continue;
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}
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}
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switch (type) {
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switch (type) {
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case EF_PLANE:
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case EF_PLANE:
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if (0 !=
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if (0 !=
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@ -262,13 +263,6 @@ lload(void)
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if (sect.sct_own != player->cnum && land.lnd_own != player->cnum)
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if (sect.sct_own != player->cnum && land.lnd_own != player->cnum)
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continue;
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continue;
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if (opt_MARKET) {
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if (ontradingblock(EF_LAND, &land)) {
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pr("You cannot load/unload an item on the trading block!\n");
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continue;
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}
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}
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if (sect.sct_own != player->cnum && load_unload == LOAD) {
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if (sect.sct_own != player->cnum && load_unload == LOAD) {
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if (noisy)
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if (noisy)
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pr("Sector %s is not yours.\n",
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pr("Sector %s is not yours.\n",
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@ -281,6 +275,14 @@ lload(void)
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xyas(land.lnd_x, land.lnd_y, player->cnum));
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xyas(land.lnd_x, land.lnd_y, player->cnum));
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continue;
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continue;
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}
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}
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if (opt_MARKET) {
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if (ontradingblock(EF_LAND, &land)) {
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pr("You cannot load/unload an item on the trading block!\n");
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continue;
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}
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}
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switch (type) {
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switch (type) {
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case EF_LAND:
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case EF_LAND:
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if (0 !=
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if (0 !=
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