minor cleanup in ItemCreator
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+4
-7
@@ -423,8 +423,8 @@ void ItemCreator::clear_tool_item_if_invalid(ItemData& item) {
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void ItemCreator::clear_item_if_restricted(ItemData& item) const {
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if (this->item_parameter_table->is_item_rare(item) && !this->are_rare_drops_allowed()) {
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item.clear();
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this->log.info("Restricted: item is rare, but rares not allowed");
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item.clear();
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return;
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}
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@@ -450,11 +450,11 @@ void ItemCreator::clear_item_if_restricted(ItemData& item) const {
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case Restrictions::WeaponAndArmorMode::ONLY_PICKING:
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break;
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case Restrictions::WeaponAndArmorMode::NO_RARE:
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if (!this->item_parameter_table->is_item_rare(item)) {
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if (this->item_parameter_table->is_item_rare(item)) {
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this->log.info("Restricted: rare items not allowed");
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break;
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item.clear();
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}
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[[fallthrough]];
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break;
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case Restrictions::WeaponAndArmorMode::ALL_OFF:
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this->log.info("Restricted: weapons and armors not allowed");
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item.clear();
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@@ -512,8 +512,6 @@ void ItemCreator::clear_item_if_restricted(ItemData& item) const {
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void ItemCreator::generate_common_item_variances(
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uint32_t norm_area, ItemData& item) {
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switch (item.data1[0]) {
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@@ -681,7 +679,6 @@ void ItemCreator::generate_common_weapon_variances(
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this->generate_common_weapon_special(item, area_norm);
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this->set_item_unidentified_flag_if_challenge(item);
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}
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return;
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}
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void ItemCreator::generate_common_weapon_grind(
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