Rename method for better clarity as to its purpose
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@@ -408,7 +408,7 @@ 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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@@ -788,8 +788,7 @@ public class LocationLootGenerator(
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dynamicLootDist.Spawnpoints.Where(point => point.Template.IsAlwaysSpawn ?? false)
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);
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// Add forced loot to results
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AddForcedLoot(
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AddForcedDynamicLoot(
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loot,
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dynamicForcedSpawnPoints,
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locationName,
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@@ -862,7 +861,7 @@ 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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@@ -1007,14 +1006,14 @@ public class LocationLootGenerator(
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}
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/// <summary>
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/// Add forced spawn point loot into loot parameter list
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/// Add forced spawn point loot into loot parameter list, these are primarily quest items
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/// </summary>
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/// <param name="lootLocationTemplates">List to add forced loot spawn locations to</param>
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/// <param name="forcedSpawnPoints">Forced loot locations that must be added</param>
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/// <param name="locationName">Name of map currently having force loot created for</param>
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/// <param name="staticAmmoDist"></param>
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/// <param name="spawnLimitedLoot">Dictionary of itemTpls and their max spawn count</param>
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protected void AddForcedLoot(
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protected void AddForcedDynamicLoot(
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List<SpawnpointTemplate> lootLocationTemplates,
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List<Spawnpoint> forcedSpawnPoints,
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string locationName,
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