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