remove unused argument
This commit is contained in:
+5
-6
@@ -252,8 +252,7 @@ uint32_t ItemCreator::rand_int(uint64_t max) {
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return this->random_crypt.next() % max;
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return this->random_crypt.next() % max;
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}
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}
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float ItemCreator::rand_float_0_1_from_crypt(size_t which) {
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float ItemCreator::rand_float_0_1_from_crypt() {
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(void)which;
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// This lacks some precision, but matches the original implementation.
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// This lacks some precision, but matches the original implementation.
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return (static_cast<double>(this->random_crypt.next() >> 16) / 65536.0);
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return (static_cast<double>(this->random_crypt.next() >> 16) / 65536.0);
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}
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}
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@@ -521,7 +520,7 @@ void ItemCreator::generate_common_item_variances(
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case 1:
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case 1:
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if (item.data1[1] == 3) {
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if (item.data1[1] == 3) {
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float f1 = 1.0 + this->pt->unit_maxes[norm_area];
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float f1 = 1.0 + this->pt->unit_maxes[norm_area];
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float f2 = this->rand_float_0_1_from_crypt(14);
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float f2 = this->rand_float_0_1_from_crypt();
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this->generate_common_unit_variances(
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this->generate_common_unit_variances(
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static_cast<uint32_t>(f1 * f2) & 0xFF, item);
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static_cast<uint32_t>(f1 * f2) & 0xFF, item);
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if (item.data1[2] == 0xFF) {
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if (item.data1[2] == 0xFF) {
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@@ -578,8 +577,8 @@ void ItemCreator::generate_common_armor_slots_and_bonuses(ItemData& item) {
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const auto& def = this->item_parameter_table->get_armor_or_shield(
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const auto& def = this->item_parameter_table->get_armor_or_shield(
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item.data1[1], item.data1[2]);
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item.data1[1], item.data1[2]);
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item.set_armor_or_shield_defense_bonus(def.dfp_range * this->rand_float_0_1_from_crypt(12));
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item.set_armor_or_shield_defense_bonus(def.dfp_range * this->rand_float_0_1_from_crypt());
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item.set_common_armor_evasion_bonus(def.evp_range * this->rand_float_0_1_from_crypt(13));
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item.set_common_armor_evasion_bonus(def.evp_range * this->rand_float_0_1_from_crypt());
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}
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}
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void ItemCreator::generate_common_armor_slot_count(ItemData& item) {
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void ItemCreator::generate_common_armor_slot_count(ItemData& item) {
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@@ -706,7 +705,7 @@ void ItemCreator::generate_common_weapon_special(
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return;
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return;
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}
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}
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item.data1[4] = this->choose_weapon_special(
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item.data1[4] = this->choose_weapon_special(
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special_mult * this->rand_float_0_1_from_crypt(10));
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special_mult * this->rand_float_0_1_from_crypt());
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}
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}
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uint8_t ItemCreator::choose_weapon_special(uint8_t det) {
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uint8_t ItemCreator::choose_weapon_special(uint8_t det) {
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+1
-1
@@ -106,7 +106,7 @@ private:
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ItemData on_box_item_drop_with_norm_area(uint8_t area_norm);
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ItemData on_box_item_drop_with_norm_area(uint8_t area_norm);
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uint32_t rand_int(uint64_t max);
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uint32_t rand_int(uint64_t max);
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float rand_float_0_1_from_crypt(size_t which);
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float rand_float_0_1_from_crypt();
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template <size_t NumRanges>
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template <size_t NumRanges>
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uint32_t choose_meseta_amount(
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uint32_t choose_meseta_amount(
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