even even even more work
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@@ -60,12 +60,12 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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public abstract class LootSelectorEntry extends LootEntryAbstract {
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- protected final int c;
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- protected final int e;
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- protected final int f;
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+ protected final int e; public int getWeight() { return e; } // Paper - OBFHELPER
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+ protected final int f; public int getQuality() { return f; } // Paper - OBFHELPER
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protected final LootItemFunction[] g;
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private final BiFunction<ItemStack, LootTableInfo, ItemStack> c;
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+ protected final int c; public int getWeight() { return c; } // Paper - OBFHELPER
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+ protected final int e; public int getQuality() { return e; } // Paper - OBFHELPER
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protected final LootItemFunction[] f;
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private final BiFunction<ItemStack, LootTableInfo, ItemStack> g;
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private final LootEntry h = new LootSelectorEntry.c() {
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@@ -0,0 +0,0 @@ public abstract class LootSelectorEntry extends LootEntryAbstract {
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@@ -77,7 +77,7 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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@Override
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public int a(float f) {
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- return Math.max(MathHelper.d((float) LootSelectorEntry.this.e + (float) LootSelectorEntry.this.f * f), 0);
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- return Math.max(MathHelper.d((float) LootSelectorEntry.this.c + (float) LootSelectorEntry.this.e * f), 0);
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+ // Paper start - Offer an alternative loot formula to refactor how luck bonus applies
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+ // SEE: https://luckformula.emc.gs for details and data
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+ if (lastLuck != null && lastLuck == f) {
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@@ -104,7 +104,7 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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+ return lastWeight;
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}
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}
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+ private Float lastLuck = null;
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+ private int lastWeight = 0;
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+ // Paper end
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+ private Float lastLuck = null;
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+ private int lastWeight = 0;
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+ // Paper end
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}
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