GtBarberShopCostBaseEntry const* bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1); if (!bsc) // shouldn't happen return 0xFFFFFFFF; float cost = 0; if (hairstyle != newhairstyle) cost += bsc->cost; // full price if ((haircolor != newhaircolor) && (hairstyle == newhairstyle)) cost += bsc->cost * 0.5f; // +1/2 of price if (facialhair != newfacialhair) cost += bsc->cost * 0.75f; // +3/4 of price if (newSkin && skincolor != newSkin->hair_id) cost += bsc->cost * 0.75f; // +5/6 of price
cost += bsc->cost * 0.75f; // +5/6 of price
<Button name="$parentOkayButton" inherits="UIPanelButtonTemplate" text="OKAY"> <Size> <AbsDimension x="80" y="24"/> </Size> <Anchors> <Anchor point="RIGHT" relativeTo="$parentSelector3" relativePoint="BOTTOM"> <Offset> <AbsDimension x="-2" y="-48"/> </Offset> </Anchor> </Anchors> <Scripts> <OnClick function="ApplyBarberShopStyle"/> </Scripts> </Button>
Damn that's a bummer. I suppose it can't be helped. I'm just going to entirely remove the money frame from the BarberShopUI and have players start off with enough gold to satisfy the client's retarded Hair Color needs. It still feels a little incomplete but at least it isn't visible.Thanks for all the help schlumpf, I appreciate it.