switch rare drops to stacked space logic
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+8
-1
@@ -37,6 +37,10 @@ public:
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bool is_from_rare_table = false;
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};
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inline void set_legacy_replay() {
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this->is_legacy_replay = true;
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}
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DropResult on_monster_item_drop(EnemyType enemy_type, uint8_t area, bool force_rare);
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DropResult on_box_item_drop(uint8_t area, bool force_rare);
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// Note: param3-6 refer to the corresponding fields of the object definition
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@@ -70,6 +74,7 @@ private:
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phosg::PrefixedLogger log;
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Version logic_version;
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bool is_legacy_replay;
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std::shared_ptr<const ItemData::StackLimits> stack_limits;
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GameMode mode;
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Difficulty difficulty;
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@@ -123,7 +128,9 @@ private:
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ItemData check_rare_spec_and_create_rare_enemy_item(EnemyType enemy_type, uint8_t area, bool force_rare);
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ItemData check_rare_specs_and_create_rare_box_item(uint8_t area, bool force_rare);
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ItemData check_rate_and_create_rare_item(const RareItemSet::ExpandedDrop& drop, uint8_t area, bool force_rare);
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ItemData check_rare_specs_and_create_rare_item(
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const std::vector<RareItemSet::ExpandedDrop>& specs, uint8_t area, bool force_rare);
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ItemData create_rare_item(const ItemData& drop_item, uint8_t area);
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void generate_rare_weapon_bonuses(ItemData& item, Episode episode, uint32_t random_sample);
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void deduplicate_weapon_bonuses(ItemData& item) const;
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