Using regular assignments.
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@ -65,10 +65,10 @@ public:
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if (Callbacks.CanPickup())
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{
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cItems Drops;
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int ItemCategory(a_World->GetTickRandomNumber(99));
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int ItemCategory = a_World->GetTickRandomNumber(99);
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if (ItemCategory <= 4) // Treasures 5%
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{
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int Treasure(a_World->GetTickRandomNumber(5));
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int Treasure = a_World->GetTickRandomNumber(5);
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switch (Treasure)
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{
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case 0:
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@ -105,7 +105,7 @@ public:
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}
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else if (ItemCategory <= 14) // Junk 10%
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{
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int Junk(a_World->GetTickRandomNumber(70));
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int Junk = a_World->GetTickRandomNumber(70);
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if (Junk <= 1)
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{
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Drops.Add(cItem(E_ITEM_DYE, 10, 0));
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@ -153,7 +153,7 @@ public:
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}
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else // Fish
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{
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int FishType(a_World->GetTickRandomNumber(99));
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int FishType = a_World->GetTickRandomNumber(99);
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if (FishType <= 1) // Clownfish has a 2% chance of spawning
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{
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Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
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@ -173,8 +173,8 @@ public:
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}
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Vector3d FloaterPos(Callbacks.GetPos());
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Vector3d FlyDirection(a_Player->GetEyePosition() - FloaterPos);
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Vector3d FloaterPos = Callbacks.GetPos();
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Vector3d FlyDirection = a_Player->GetEyePosition() - FloaterPos;
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a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x, FlyDirection.y + 1, FlyDirection.z);
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}
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}
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