Core/Loot: Fixed getting to much loot sometimes.
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@@ -81,7 +81,7 @@ public class RandomHelper
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/// <returns></returns>
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/// <returns></returns>
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public static bool randChance(float i)
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public static bool randChance(float i)
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{
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{
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return i > rand.Next(0, 100);
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return i > randChance();
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}
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}
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public static double randChance()
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public static double randChance()
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@@ -213,7 +213,6 @@ namespace Game.Loots
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return false;
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return false;
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LootTemplate tab = store.GetLootFor(lootId);
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LootTemplate tab = store.GetLootFor(lootId);
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if (tab == null)
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if (tab == null)
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{
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{
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if (!noEmptyError)
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if (!noEmptyError)
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@@ -764,7 +764,6 @@ namespace Game.Loots
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}
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}
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}
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}
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public bool HasQuestDrop(LootTemplateMap store, byte groupId = 0)
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public bool HasQuestDrop(LootTemplateMap store, byte groupId = 0)
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{
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{
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if (groupId != 0) // Group reference
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if (groupId != 0) // Group reference
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@@ -836,7 +835,6 @@ namespace Game.Loots
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return false;
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return false;
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}
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}
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public void Verify(LootStore lootstore, uint id)
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public void Verify(LootStore lootstore, uint id)
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{
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{
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// Checking group chances
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// Checking group chances
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@@ -926,7 +924,6 @@ namespace Game.Loots
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return false;//not found or not reference
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return false;//not found or not reference
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}
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}
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LootStoreItemList Entries = new LootStoreItemList(); // not grouped only
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LootStoreItemList Entries = new LootStoreItemList(); // not grouped only
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Dictionary<int, LootGroup> Groups = new Dictionary<int,LootGroup>(); // groups have own (optimised) processing, grouped entries go there
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Dictionary<int, LootGroup> Groups = new Dictionary<int,LootGroup>(); // groups have own (optimised) processing, grouped entries go there
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