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Fix borked code due to dodgy merge conflict
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@@ -328,10 +328,6 @@ public class LambchopCommand : ICommand
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return -1; // No death tile (player succeeds)
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return -1; // No death tile (player succeeds)
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}
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}
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// Player fails - calculate where the death tile appears
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double riggingFactor = Money.GetRandomDouble(gambler);
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if (_houseEdge > 0 && riggingFactor < _houseEdge * 2) // shitty hack because I made the decision to clamp houseEdge to max 50%
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{
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// Player fails - calculate where the death tile appears
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// Player fails - calculate where the death tile appears
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double riggingFactor = Money.GetRandomDouble(gambler);
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double riggingFactor = Money.GetRandomDouble(gambler);
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if (_houseEdge > 0 && riggingFactor < _houseEdge * 2) // shitty hack because I made the decision to clamp houseEdge to max 50%
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if (_houseEdge > 0 && riggingFactor < _houseEdge * 2) // shitty hack because I made the decision to clamp houseEdge to max 50%
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@@ -347,10 +343,6 @@ public class LambchopCommand : ICommand
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}
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}
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}
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}
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// Player fail, random tile in the path becomes death tile
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return Money.GetRandomNumber(gambler,0, FIELD_LENGTH);
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}
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// Tiles 1 - 15
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// Tiles 1 - 15
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if (_houseEdge < 0.015)
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if (_houseEdge < 0.015)
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{
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{
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