FOREACH(Buffs, buff_Available(it),
{
// if it's already been chosen, give it a lower priority
- RandomSelection_AddEnt(it, max(0.2, 1 / it.buff_seencount), 1);
+ float myseencount = (it.buff_seencount > 0) ? it.buff_seencount : 1; // no division by zero please!
+ RandomSelection_AddEnt(it, max(0.2, 1 / myseencount), 1);
});
entity newbuff = RandomSelection_chosen_ent;
newbuff.buff_seencount += 1; // lower chances of seeing this buff again soon