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(svn r20734) -Codechange: Rename GetScaledIndustryProbability() to GetScaledIndustryGenerationProbability().
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@ -1840,11 +1840,11 @@ static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
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/**
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* Compute the appearance probability for an industry during map creation.
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* @param it Industrytype to compute for
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* @param force_at_least_one Returns whether at least one instance should be forced on map creation
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* @return relative probability for the industry to appear
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* @param it Industry type to compute.
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* @param [out] force_at_least_one Returns whether at least one instance should be forced on map creation.
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* @return Relative probability for the industry to appear.
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*/
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static uint32 GetScaledIndustryProbability(IndustryType it, bool *force_at_least_one)
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static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one)
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{
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const IndustrySpec *ind_spc = GetIndustrySpec(it);
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uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision
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@ -1909,7 +1909,7 @@ void GenerateIndustries()
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uint num_forced = 0;
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for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
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industry_probs[it] = GetScaledIndustryProbability(it, force_at_least_one + it);
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industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it);
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total_prob += industry_probs[it];
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if (force_at_least_one[it]) num_forced++;
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}
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