private void DropLoot() { if (loot.Count > 0) { foreach (var item in loot) { // Drop all loot in the same tile the monster died in // PLANNING: Maybe later scatter the loot a monster drops ... or maybe not... item.Location = Location; FloorGenerator.ScatteredLoot.Add(item); } } else // Chance to drop gold if (rand.NextDouble() < goldDropChance) { FloorGenerator.RandomlyDropGold(location.X, location.Y, true, goldDropAmt); } }