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-rw-r--r--src/Items/ItemFishingRod.h16
1 files changed, 9 insertions, 7 deletions
diff --git a/src/Items/ItemFishingRod.h b/src/Items/ItemFishingRod.h
index 3958b12e5..2becc16b0 100644
--- a/src/Items/ItemFishingRod.h
+++ b/src/Items/ItemFishingRod.h
@@ -108,6 +108,8 @@ public:
return false;
}
+ auto & Random = GetRandomProvider();
+
if (a_Player->IsFishing())
{
cFloaterCallback FloaterInfo;
@@ -122,10 +124,10 @@ public:
else if (FloaterInfo.CanPickup())
{
cItems Drops;
- int ItemCategory = a_World->GetTickRandomNumber(99);
+ int ItemCategory = Random.RandInt(99);
if (ItemCategory <= 4) // Treasures 5%
{
- int Treasure = a_World->GetTickRandomNumber(5);
+ int Treasure = Random.RandInt(5);
switch (Treasure)
{
case 0:
@@ -140,7 +142,7 @@ public:
}
case 2:
{
- Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, static_cast<short>(a_World->GetTickRandomNumber(50)))); // Fishing rod with durability. TODO: Enchantments on it
+ Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(50))); // Fishing rod with durability. TODO: Enchantments on it
break;
}
case 3:
@@ -164,14 +166,14 @@ public:
}
else if (ItemCategory <= 14) // Junk 10%
{
- int Junk = a_World->GetTickRandomNumber(70);
+ int Junk = Random.RandInt(70);
if (Junk <= 1)
{
Drops.Add(cItem(E_ITEM_DYE, 10, 0));
}
else if (Junk <= 4)
{
- Drops.Add(cItem(E_ITEM_BOW, 1, static_cast<short>(a_World->GetTickRandomNumber(64))));
+ Drops.Add(cItem(E_ITEM_BOW, 1, Random.RandInt<short>(64)));
}
else if (Junk <= 9)
{
@@ -214,7 +216,7 @@ public:
}
else // Fish
{
- int FishType = a_World->GetTickRandomNumber(99);
+ int FishType = Random.RandInt(99);
if (FishType <= 1) // Clownfish has a 2% chance of spawning
{
Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
@@ -250,7 +252,7 @@ public:
}
else
{
- cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 15, a_Player->GetUniqueID(), static_cast<int>(100 + static_cast<unsigned int>(a_World->GetTickRandomNumber(800)) - (a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLure) * 100)));
+ cFloater * Floater = new cFloater(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 15, a_Player->GetUniqueID(), (Random.RandInt(100, 900) - static_cast<int>(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLure) * 100)));
if (!Floater->Initialize(*a_World))
{
delete Floater;