.NET Format Style Fixes
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@@ -350,7 +350,7 @@ public class LocationLootGenerator(
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containerDistribution.Add(new ProbabilityObject<string, double>(x, value, value));
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}
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chosenContainerIds.AddRange(containerDistribution.Draw((int) containerData.ChosenCount));
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chosenContainerIds.AddRange(containerDistribution.Draw((int)containerData.ChosenCount));
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return chosenContainerIds;
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}
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@@ -703,7 +703,8 @@ public class LocationLootGenerator(
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LooseLoot dynamicLootDist,
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Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
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string locationName,
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Dictionary<string, int> spawnLimitedLoot)
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Dictionary<string, int> spawnLimitedLoot
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)
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{
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List<SpawnpointTemplate> loot = [];
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List<Spawnpoint> dynamicForcedSpawnPoints = [];
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@@ -730,7 +731,13 @@ public class LocationLootGenerator(
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);
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// Add forced loot to results
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AddForcedLoot(loot, dynamicForcedSpawnPoints, locationName, staticAmmoDist, spawnLimitedLoot);
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AddForcedLoot(
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loot,
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dynamicForcedSpawnPoints,
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locationName,
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staticAmmoDist,
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spawnLimitedLoot
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);
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// Draw from random distribution
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var desiredSpawnPointCount = Math.Round(
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@@ -797,7 +804,7 @@ public class LocationLootGenerator(
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if (randomSpawnPointCount > 0 && spawnPointArray.Count > 0)
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// Add randomly chosen spawn points
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{
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foreach (var si in spawnPointArray.Draw((int) randomSpawnPointCount, false))
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foreach (var si in spawnPointArray.Draw((int)randomSpawnPointCount, false))
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{
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chosenSpawnPoints.Add(spawnPointArray.Data(si));
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}
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@@ -920,7 +927,11 @@ public class LocationLootGenerator(
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);
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// If count reaches max, skip adding item to loot
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if (counterTrackerHelper.IncrementCount(createItemResult.Items.FirstOrDefault().Template))
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if (
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counterTrackerHelper.IncrementCount(
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createItemResult.Items.FirstOrDefault().Template
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)
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)
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{
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continue;
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}
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@@ -932,7 +943,6 @@ public class LocationLootGenerator(
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spawnPoint.Template.Items = createItemResult.Items;
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loot.Add(spawnPoint.Template);
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}
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return loot;
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@@ -951,9 +961,9 @@ public class LocationLootGenerator(
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List<Spawnpoint> forcedSpawnPoints,
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string locationName,
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Dictionary<string, List<StaticAmmoDetails>> staticAmmoDist,
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Dictionary<string, int> spawnLimitedLoot)
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Dictionary<string, int> spawnLimitedLoot
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)
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{
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if (spawnLimitedLoot is not null)
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// Process loot items defined as requiring only 1 spawn position as they appear in multiple positions on the map
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{
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