Fixed issues in LootGenerator
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@@ -439,7 +439,7 @@ public class LootGenerator(
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_itemHelper.RemapRootItemId(presetAndMods);
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// Add preset to return object
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itemsToReturn.AddRange(presetAndMods);
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itemsToReturn.Add(presetAndMods);
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// Get a random collection of weapon mods related to chosen weawpon and add them to result array
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var linkedItemsToWeapon = _ragfairLinkedItemService.GetLinkedDbItems(chosenWeaponTpl);
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@@ -490,9 +490,9 @@ public class LootGenerator(
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for (var index = 0; index < rewardCount; index++) {
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var chosenAmmoBox = _randomUtil.GetArrayValue(ammoBoxesMatchingCaliber);
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var ammoBoxItem = new List<Item> { new Item() { Id = _hashUtil.Generate(), Template = chosenAmmoBox.Id } };
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_itemHelper.AddCartridgesToAmmoBox(ammoBoxItem, chosenAmmoBox);
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rewards.AddRange(ammoBoxItem);
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var ammoBoxReward = new List<Item> { new() { Id = _hashUtil.Generate(), Template = chosenAmmoBox.Id } };
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_itemHelper.AddCartridgesToAmmoBox(ammoBoxReward, chosenAmmoBox);
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rewards.Add(ammoBoxReward);
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}
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continue;
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@@ -517,9 +517,9 @@ public class LootGenerator(
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for (var index = 0; index < rewardCount; index++) {
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// Choose a random item from pool
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var chosenRewardItem = _randomUtil.GetArrayValue(rewardItemPool);
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var rewardItem = new List<Item> { new Item() { Id = _hashUtil.Generate(), Template = chosenRewardItem.Id } };
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var rewardItem = new List<Item> { new() { Id = _hashUtil.Generate(), Template = chosenRewardItem.Id } };
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rewards.AddRange(rewardItem);
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rewards.Add(rewardItem);
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}
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}
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@@ -560,9 +560,9 @@ public class LootGenerator(
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// Find a random item of the desired type and add as reward
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for (var index = 0; index < rewardCount; index++) {
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var chosenItem = _randomUtil.DrawRandomFromList(relatedItems.ToList());
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var item = new List<Item> { new Item() { Id = _hashUtil.Generate(), Template = chosenItem[0].Id } };
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var reward = new List<Item> { new Item() { Id = _hashUtil.Generate(), Template = chosenItem[0].Id } };
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modRewards.AddRange(item);
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modRewards.Add(reward);
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}
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}
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