forked from mirrors/0ad
JS Cleanup.
Don't change the Upgrade costs in the entity state when displaying the Upgrade tooltip. Refs #2706, D829 This was SVN commit r20046.
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@@ -1089,18 +1089,10 @@ g_SelectionPanels.Upgrade = {
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"player": data.player
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});
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let neededResources;
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if (data.item.cost)
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{
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for (let cost in data.item.cost)
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if (cost != "time")
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data.item.cost[cost] *= data.unitEntStates.length;
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neededResources = Engine.GuiInterfaceCall("GetNeededResources", {
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"cost": data.item.cost,
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"player": data.player
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});
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}
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let neededResources = data.item.cost && Engine.GuiInterfaceCall("GetNeededResources", {
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"cost": multiplyEntityCosts(data.item, data.unitEntStates.length),
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"player": data.player
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});
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let limits = getEntityLimitAndCount(data.playerState, data.item.entity);
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let progress = data.unitEntStates[0].upgrade.progress || 0;
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@@ -1121,7 +1113,7 @@ g_SelectionPanels.Upgrade = {
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}));
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tooltips.push(
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getEntityCostTooltip(data.item),
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getEntityCostComponentsTooltipString(data.item, undefined, data.unitEntStates.length),
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formatLimitString(limits.entLimit, limits.entCount, limits.entLimitChangers),
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getRequiredTechnologyTooltip(technologyEnabled, data.item.requiredTechnology, GetSimState().players[data.player].civ),
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getNeededResourcesTooltip(neededResources));
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