Codacy fixes
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6e6a9641ae
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@ -245,7 +245,6 @@ monster_drop_loot(Monster *monster, Map *map)
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static unsigned int item_drop_chance = 3;
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static unsigned int item_drop_chance = 3;
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static unsigned int treasure_drop_chance = 2;
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static unsigned int treasure_drop_chance = 2;
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bool dropped_something = false;
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bool dropped_something = false;
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unsigned int item_drop;
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Item *item;
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Item *item;
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// TODO(Linus):
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// TODO(Linus):
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@ -258,8 +257,7 @@ monster_drop_loot(Monster *monster, Map *map)
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linkedlist_append(&map->items, item);
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linkedlist_append(&map->items, item);
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}
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}
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if ((rand() % item_drop_chance) == 0) {
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if ((rand() % item_drop_chance) == 0) {
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item_drop = rand() % TREASURE;
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item = item_builder_build_item(rand() % TREASURE);
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item = item_builder_build_item(item_drop);
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item->sprite->pos = monster->sprite->pos;
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item->sprite->pos = monster->sprite->pos;
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dropped_something = true;
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dropped_something = true;
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linkedlist_append(&map->items, item);
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linkedlist_append(&map->items, item);
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@ -59,9 +59,8 @@ has_collided(Player *player, RoomMatrix *matrix)
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if (space->items != NULL) {
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if (space->items != NULL) {
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LinkedList *items = space->items;
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LinkedList *items = space->items;
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Item *item;
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while (items != NULL) {
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while (items != NULL) {
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item = items->data;
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Item *item = items->data;
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items = items->next;
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items = items->next;
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if (item->effect)
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if (item->effect)
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item->effect(item, player);
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item->effect(item, player);
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