rename area -> floor in most places
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+4
-8
@@ -78,8 +78,7 @@ private:
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bool are_rare_drops_allowed() const;
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uint8_t normalize_area_number(uint8_t area) const;
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ItemData on_monster_item_drop_with_norm_area(
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uint32_t enemy_type, uint8_t norm_area);
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ItemData on_monster_item_drop_with_norm_area(uint32_t enemy_type, uint8_t norm_area);
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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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@@ -105,22 +104,19 @@ private:
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void generate_common_item_variances(uint32_t norm_area, ItemData& item);
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void generate_common_armor_slots_and_bonuses(ItemData& item);
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void generate_common_armor_slot_count(ItemData& item);
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void generate_common_armor_or_shield_type_and_variances(
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char area_norm, ItemData& item);
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void generate_common_armor_or_shield_type_and_variances(char area_norm, ItemData& item);
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void generate_common_tool_variances(uint32_t area_norm, ItemData& item);
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uint8_t generate_tech_disk_level(uint32_t tech_num, uint32_t area_norm);
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void generate_common_tool_type(uint8_t tool_class, ItemData& item) const;
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void generate_common_mag_variances(ItemData& item) const;
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void generate_common_weapon_variances(uint8_t area_norm, ItemData& item);
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void generate_common_weapon_grind(ItemData& item,
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uint8_t offset_within_subtype_range);
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void generate_common_weapon_grind(ItemData& item, uint8_t offset_within_subtype_range);
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void generate_common_weapon_bonuses(ItemData& item, uint8_t area_norm);
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void generate_common_weapon_special(ItemData& item, uint8_t area_norm);
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uint8_t choose_weapon_special(uint8_t det);
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void generate_unit_weights_tables();
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void generate_common_unit_variances(uint8_t det, ItemData& item);
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void choose_tech_disk_level_for_tool_shop(
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ItemData& item, size_t player_level, uint8_t tech_num_index);
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void choose_tech_disk_level_for_tool_shop(ItemData& item, size_t player_level, uint8_t tech_num_index);
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static void clear_tool_item_if_invalid(ItemData& item);
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void clear_item_if_restricted(ItemData& item) const;
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