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@ -458,7 +458,6 @@ void AddInitItems()
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dItem[x][y] = ii + 1; |
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items[ii]._iSeed = AdvanceRndSeed(); |
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SetRndSeed(items[ii]._iSeed); |
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if (GenerateRnd(2) != 0) |
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GetItemAttrs(ii, IDI_HEAL, curlv); |
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@ -2854,6 +2853,7 @@ void SpawnQuestItem(int itemid, Point position, int randarea, int selflag)
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GetItemAttrs(ii, itemid, curlv); |
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SetupItem(ii); |
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items[ii]._iSeed = AdvanceRndSeed(); |
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items[ii]._iPostDraw = true; |
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if (selflag) { |
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items[ii]._iSelFlag = selflag; |
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@ -4219,7 +4219,6 @@ void SpawnSmith(int lvl)
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do { |
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memset(&items[0], 0, sizeof(*items)); |
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items[0]._iSeed = AdvanceRndSeed(); |
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SetRndSeed(items[0]._iSeed); |
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int idata = RndSmithItem(lvl) - 1; |
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GetItemAttrs(0, idata, lvl); |
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} while (items[0]._iIvalue > maxValue); |
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@ -4282,7 +4281,6 @@ static void SpawnOnePremium(int i, int plvl, int myplr)
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keepgoing = false; |
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memset(&items[0], 0, sizeof(*items)); |
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items[0]._iSeed = AdvanceRndSeed(); |
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SetRndSeed(items[0]._iSeed); |
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int itype = RndPremiumItem(plvl / 4, plvl) - 1; |
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GetItemAttrs(0, itype, plvl); |
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GetItemBonus(0, plvl / 2, plvl, true, !gbIsHellfire); |
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@ -4471,7 +4469,6 @@ void SpawnWitch(int lvl)
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memset(&items[0], 0, sizeof(*items)); |
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items[0]._iSeed = AdvanceRndSeed(); |
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SetRndSeed(items[0]._iSeed); |
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GenerateRnd(1); |
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GetItemAttrs(0, i, lvl); |
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@ -4492,7 +4489,6 @@ void SpawnWitch(int lvl)
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do { |
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memset(&items[0], 0, sizeof(*items)); |
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items[0]._iSeed = AdvanceRndSeed(); |
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SetRndSeed(items[0]._iSeed); |
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idata = RndWitchItem(lvl) - 1; |
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GetItemAttrs(0, idata, lvl); |
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maxlvl = -1; |
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@ -4543,7 +4539,6 @@ void SpawnBoy(int lvl)
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keepgoing = false; |
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memset(&items[0], 0, sizeof(*items)); |
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items[0]._iSeed = AdvanceRndSeed(); |
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SetRndSeed(items[0]._iSeed); |
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itype = RndBoyItem(lvl) - 1; |
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GetItemAttrs(0, itype, lvl); |
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GetItemBonus(0, lvl, 2 * lvl, true, true); |
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@ -4704,7 +4699,6 @@ void SpawnHealer(int lvl)
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for (int i = srnd; i < nsi; i++) { |
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memset(&items[0], 0, sizeof(*items)); |
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items[0]._iSeed = AdvanceRndSeed(); |
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SetRndSeed(items[0]._iSeed); |
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int itype = RndHealerItem(lvl) - 1; |
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GetItemAttrs(0, itype, lvl); |
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healitem[i] = items[0]; |
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