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Remove ESV rollback for varied level encounters
ESV rand is stored uniquely now via generated frames from FrameFinder, no need to roll back.
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1 changed files with 2 additions and 6 deletions
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@ -80,14 +80,10 @@
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/// <returns>Slot number for this frame & lead value.</returns>
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/// <returns>Slot number for this frame & lead value.</returns>
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private int GetSlot(EncounterSlot slot)
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private int GetSlot(EncounterSlot slot)
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{
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{
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uint esv = RandESV;
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if (FrameType != FrameType.MethodH && !slot.FixedLevel)
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esv = RNG.Prev(RandLevel) >> 16;
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// Static and Magnet Pull do a slot search rather than slot mapping 0-99.
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// Static and Magnet Pull do a slot search rather than slot mapping 0-99.
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return Lead != LeadRequired.StaticMagnet
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return Lead != LeadRequired.StaticMagnet
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? SlotRange.GetSlot(slot.Type, esv, FrameType)
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? SlotRange.GetSlot(slot.Type, RandESV, FrameType)
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: SlotRange.GetSlotStaticMagnet(slot, esv);
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: SlotRange.GetSlotStaticMagnet(slot, RandESV);
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}
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}
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/// <summary>
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/// <summary>
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