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rarity index fix for egg crates
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8a871f7045
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@ -138,7 +138,11 @@ static int getRarity(int crateId, int itemSetId) {
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relevantWeights.push_back(rarityWeights[index]);
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// now return a random rarity number (starting from 1)
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return Rand::randWeighted(relevantWeights) + 1;
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int rarityChoice = Rand::randWeighted(relevantWeights);
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auto it = rarityIndices.begin();
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std::advance(it, rarityChoice);
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return *it + 1;
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}
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static int getCrateItem(sItemBase* result, int itemSetId, int rarity, int playerGender) {
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@ -562,18 +566,26 @@ static void chestOpenHandler(CNSocket *sock, CNPacketData *data) {
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int validCrateId = getValidCrateId(chest->iID);
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bool failing = (validCrateId == -1);
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std::cout << "validCrateId " << validCrateId << std::endl;
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if (!failing)
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validItemSetId = getValidItemSetId(validCrateId);
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failing = (validItemSetId == -1);
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std::cout << "validItemSetId " << validItemSetId << std::endl;
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if (!failing)
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rarity = getRarity(validCrateId, validItemSetId);
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failing = (rarity == -1);
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std::cout << "rarity " << rarity << std::endl;
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if (!failing)
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ret = getCrateItem(&item->sItem, validItemSetId, rarity, plr->PCStyle.iGender);
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failing = (ret == -1);
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std::cout << "ret " << ret << std::endl;
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// if we failed to open a crate, at least give the player a gumball (suggested by Jade)
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if (failing) {
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item->sItem.iType = 7;
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