diff --git a/Source/Framework/Util/RandomHelper.cs b/Source/Framework/Util/RandomHelper.cs
index 6eb911c1b..2bf074a94 100644
--- a/Source/Framework/Util/RandomHelper.cs
+++ b/Source/Framework/Util/RandomHelper.cs
@@ -81,7 +81,7 @@ public class RandomHelper
///
public static bool randChance(float i)
{
- return i > rand.Next(0, 100);
+ return i > randChance();
}
public static double randChance()
diff --git a/Source/Game/Loot/Loot.cs b/Source/Game/Loot/Loot.cs
index 3e5af2736..eb2237e0f 100644
--- a/Source/Game/Loot/Loot.cs
+++ b/Source/Game/Loot/Loot.cs
@@ -213,7 +213,6 @@ namespace Game.Loots
return false;
LootTemplate tab = store.GetLootFor(lootId);
-
if (tab == null)
{
if (!noEmptyError)
diff --git a/Source/Game/Loot/LootManager.cs b/Source/Game/Loot/LootManager.cs
index fc8d22b17..d147c1903 100644
--- a/Source/Game/Loot/LootManager.cs
+++ b/Source/Game/Loot/LootManager.cs
@@ -764,7 +764,6 @@ namespace Game.Loots
}
}
-
public bool HasQuestDrop(LootTemplateMap store, byte groupId = 0)
{
if (groupId != 0) // Group reference
@@ -836,7 +835,6 @@ namespace Game.Loots
return false;
}
-
public void Verify(LootStore lootstore, uint id)
{
// Checking group chances
@@ -926,7 +924,6 @@ namespace Game.Loots
return false;//not found or not reference
}
-
LootStoreItemList Entries = new LootStoreItemList(); // not grouped only
Dictionary Groups = new Dictionary(); // groups have own (optimised) processing, grouped entries go there