Refactored logic of ragfairServer.update()

typo fixes
This commit is contained in:
Chomp
2025-08-06 15:17:34 +01:00
parent 98a186ff2f
commit 5cd5ed1f42
3 changed files with 36 additions and 25 deletions
@@ -60,7 +60,7 @@ public class RepairHelper(
newCurrentMaxDurability = itemMaxDurability;
}
// Ensure new current isnt above items max
// Ensure new current isn't above items max
if (newCurrentDurability > itemMaxDurability)
{
newCurrentDurability = itemMaxDurability;
@@ -69,7 +69,7 @@ public class RepairHelper(
// Update Repairable properties with new values after repair
itemToRepair.Upd.Repairable = new UpdRepairable { Durability = newCurrentDurability, MaxDurability = newCurrentMaxDurability };
// when modders set the repair coefficient to 0 it means that they dont want to lose durability on items
// when modders set the repair coefficient to 0 it means that they don't want to lose durability on items
// the code below generates a random degradation on the weapon durability
if (applyMaxDurabilityDegradation)
{
@@ -141,13 +141,13 @@ public class RepairHelper(
/// <param name="itemProps">Weapon properties</param>
/// <param name="isRepairKit">Was a repair kit used</param>
/// <param name="weaponMax">Max amount of durability item can have</param>
/// <param name="traderQualityMultipler">Different traders produce different loss values</param>
/// <param name="traderQualityMultiplier">Different traders produce different loss values</param>
/// <returns>Amount to reduce max durability by</returns>
protected double GetRandomisedWeaponRepairDegradationValue(
Props itemProps,
bool isRepairKit,
double weaponMax,
double traderQualityMultipler
double traderQualityMultiplier
)
{
var minRepairDeg = isRepairKit ? itemProps.MinRepairKitDegradation : itemProps.MinRepairDegradation;
@@ -160,7 +160,7 @@ public class RepairHelper(
}
var duraLossPercent = randomUtil.GetDouble((double)minRepairDeg, (double)maxRepairDeg);
var duraLossMultipliedByTraderMultiplier = duraLossPercent * weaponMax * traderQualityMultipler;
var duraLossMultipliedByTraderMultiplier = duraLossPercent * weaponMax * traderQualityMultiplier;
return Math.Round(duraLossMultipliedByTraderMultiplier, 2);
}