Changed type of FastRandom in monster drop calculation. (#3920)
* Fixed type of FastRandom in monster drop calculation. * Distribute dropped items into stacks. * Moved while loop outside if statement.
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@ -5,6 +5,7 @@
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#include "../Root.h"
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#include "../Server.h"
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#include "../ClientHandle.h"
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#include "../Items/ItemHandler.h"
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#include "../World.h"
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#include "../EffectID.h"
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#include "../Entities/Player.h"
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@ -1093,7 +1094,13 @@ std::unique_ptr<cMonster> cMonster::NewMonsterFromType(eMonsterType a_MobType)
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void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth)
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{
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auto Count = GetRandomProvider().RandInt<char>(static_cast<char>(a_Min), static_cast<char>(a_Max));
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auto Count = GetRandomProvider().RandInt<unsigned int>(a_Min, a_Max);
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auto MaxStackSize = static_cast<unsigned char>(ItemHandler(a_Item)->GetMaxStackSize());
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while (Count > MaxStackSize)
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{
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a_Drops.emplace_back(a_Item, MaxStackSize, a_ItemHealth);
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Count -= MaxStackSize;
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}
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if (Count > 0)
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{
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a_Drops.emplace_back(a_Item, Count, a_ItemHealth);
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