minor style fixes
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+1
-36
@@ -32,9 +32,7 @@ ItemCreator::ItemCreator(
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pt(&this->common_item_set->get_table(
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this->episode, this->mode, this->difficulty, this->section_id)),
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restrictions(restrictions),
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random_crypt(random_seed) {
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print_data(stderr, this->pt, sizeof(*this->pt));
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}
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random_crypt(random_seed) {}
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bool ItemCreator::are_rare_drops_allowed() const {
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// Note: The client has an additional check here, which appears to be a subtle
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@@ -852,39 +850,6 @@ IntT ItemCreator::get_rand_from_weighted_tables_2d_vertical(
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offset, Y, X);
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}
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// Note: There are clearly better ways of doing this, but this implementation
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// closely follows what the original code in the client does.
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template <typename ItemT, size_t MaxCount>
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struct ProbabilityTable {
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ItemT items[MaxCount];
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size_t count;
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ProbabilityTable() : count(0) {}
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void push(ItemT item) {
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if (this->count == MaxCount) {
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throw runtime_error("push to full probability table");
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}
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this->items[this->count++] = item;
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}
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ItemT pop() {
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if (this->count == 0) {
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throw runtime_error("pop from empty probability table");
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}
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return this->items[--this->count];
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}
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void shuffle(PSOLFGEncryption& random_crypt) {
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for (size_t z = 1; z < this->count; z++) {
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size_t other_z = random_crypt.next() % (z + 1);
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ItemT t = this->items[z];
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this->items[z] = this->items[other_z];
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this->items[other_z] = t;
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}
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}
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};
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vector<ItemData> ItemCreator::generate_armor_shop_contents(size_t player_level) {
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vector<ItemData> shop;
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this->generate_armor_shop_armors(shop, player_level);
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