|  |  | @ -80,26 +80,25 @@ public class LootManager { | 
			
		
	
		
		
			
				
					
					|  |  |  |     private static void RunBootySet(ArrayList<BootySetEntry> entries, Mob mob, float multiplier, boolean inHotzone, boolean fromDeath) { |  |  |  |     private static void RunBootySet(ArrayList<BootySetEntry> entries, Mob mob, float multiplier, boolean inHotzone, boolean fromDeath) { | 
			
		
	
		
		
			
				
					
					|  |  |  |         if (fromDeath) { |  |  |  |         if (fromDeath) { | 
			
		
	
		
		
			
				
					
					|  |  |  |             DropEquipment(mob, multiplier); |  |  |  |             DropEquipment(mob, multiplier); | 
			
		
	
		
		
			
				
					
					|  |  |  |             return; |  |  |  |         } else { | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |         } |  |  |  |             for (BootySetEntry bse : entries) { | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |         int hotzoneTable = 0; |  |  |  |                 switch (bse.bootyType) { | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |         for (BootySetEntry bse : entries) { |  |  |  |                     case "GOLD": | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             switch (bse.bootyType) { |  |  |  |                         GenerateGoldDrop(mob, bse, inHotzone); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |                 case "GOLD": |  |  |  |                         break; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |                     GenerateGoldDrop(mob, bse, inHotzone); |  |  |  |                     case "LOOT": | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |                     break; |  |  |  |                         GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier);//generate normal loot drop
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					|  |  |  |                 case "LOOT": |  |  |  |                         if (inHotzone) { | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |                     GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier);//generate normal loot drop
 |  |  |  |                             if (generalItemTables.containsKey(bse.lootTable + 1)) | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |                     if (inHotzone) { |  |  |  |                                 GenerateLootDrop(mob, bse.lootTable + 1, bse.dropChance, multiplier);//generate loot drop from hotzone table
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					|  |  |  |                         if (generalItemTables.containsKey(bse.lootTable + 1)) |  |  |  |                             //else
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					|  |  |  |                             GenerateLootDrop(mob, bse.lootTable + 1, bse.dropChance,multiplier);//generate loot drop from hotzone table
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					|  |  |  |                          //else
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					|  |  |  |                             //GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier);//generate normal loot drop
 |  |  |  |                             //GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier);//generate normal loot drop
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					|  |  |  |                     } |  |  |  |                         } | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |                     break; |  |  |  |                         break; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |                 case "ITEM": |  |  |  |                     case "ITEM": | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |                     GenerateItemLootDrop(mob, bse, multiplier); |  |  |  |                         GenerateItemLootDrop(mob, bse, multiplier); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |                     break; |  |  |  |                         break; | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 } | 
			
		
	
		
		
			
				
					
					|  |  |  |             } |  |  |  |             } | 
			
		
	
		
		
			
				
					
					|  |  |  |         } |  |  |  |         } | 
			
		
	
		
		
			
				
					
					|  |  |  |     } |  |  |  |     } | 
			
		
	
	
		
		
			
				
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