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fix(loot): activity reward coins use the reward's ChallengeRating level
ActivityRewards coins were always read from CurrencyTable npcminlevel 1. Live used the reward row's ChallengeRating as the npcminlevel, and level 1 when the currency index has no row for that level: - FV foot races (ChallengeRating 4, index 1) gave 36 and 48 coins, which only level 4 (30-50) fits; level 1 is 3-5. - Frakjaw's chest (activity 58, ChallengeRating 6) gave 250 each to a team of 2: its currency indices 123-126 only have a level 6 row (500), so DLU gave nothing. - Quickbuilds, wishing wells and chests have ChallengeRating 1; survival and the shooting galleries have ratings with no row and keep level 1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -2,9 +2,14 @@
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#include "dCommonVars.h"
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#include "eLootSourceType.h"
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#include <map>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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class Entity;
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struct CDActivityRewards;
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struct CDCurrencyTable;
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namespace GameMessages {
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struct DropClientLoot;
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@@ -28,6 +33,14 @@ namespace Loot {
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void DropItem(Entity& player, GameMessages::DropClientLoot& lootMsg, bool useTeam = false, bool forceFfa = false);
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void DropActivityLoot(Entity* player, const LWOOBJID source, uint32_t activityID, int32_t rating = 0);
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/**
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* The coin range {min, max} of an ActivityRewards row, as live rolled it: the reward's ChallengeRating is the
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* CurrencyTable npcminlevel, and level 1 is used when the currency index has no row for that level.
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* currencyRows are the CurrencyTable rows of the reward's CurrencyIndex. {0, 0} when neither level has a row.
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*/
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std::pair<uint32_t, uint32_t> GetActivityCoinRange(const std::vector<CDCurrencyTable>& currencyRows, uint32_t challengeRating);
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std::pair<uint32_t, uint32_t> GetActivityCoinRange(const CDActivityRewards& reward);
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// How far from where it spawns a dropped item lands, as live dropped them (median 10.0 units, uniform direction).
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constexpr float ITEM_DROP_DISTANCE = 10.0f;
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