Use dungeon probabilities for treasures instead of stronghold master
Use dungeon probabilities for treasures instead of stronghold
probabilities, as they seem fairer for the easiness of the mazes.

--- a/net/minecraft/mazemod/MazeNode.java
+++ b/net/minecraft/mazemod/MazeNode.java
@@ -37,24 +37,6 @@
     private boolean exit=false;
     private boolean treasure=false;
     private boolean spawner=false;
-
-    private static final StructurePieceTreasure[] treasureItems = (new StructurePieceTreasure[] {
-            new StructurePieceTreasure(Item.enderPearl.shiftedIndex, 0, 1, 1, 10),
-	    new StructurePieceTreasure(Item.diamond.shiftedIndex, 0, 1, 3, 3), 
-	    new StructurePieceTreasure(Item.ingotIron.shiftedIndex, 0, 1, 5, 10), 
-	    new StructurePieceTreasure(Item.ingotGold.shiftedIndex, 0, 1, 3, 5),
-	    new StructurePieceTreasure(Item.redstone.shiftedIndex, 0, 4, 9, 5),
-	    new StructurePieceTreasure(Item.bread.shiftedIndex, 0, 1, 3, 15),
-	    new StructurePieceTreasure(Item.appleRed.shiftedIndex, 0, 1, 3, 15),
-	    new StructurePieceTreasure(Item.pickaxeSteel.shiftedIndex, 0, 1, 1, 5),
-	    new StructurePieceTreasure(Item.swordSteel.shiftedIndex, 0, 1, 1, 5),
-	    new StructurePieceTreasure(Item.plateSteel.shiftedIndex, 0, 1, 1, 5), 
-            new StructurePieceTreasure(Item.helmetSteel.shiftedIndex, 0, 1, 1, 5), 
-	    new StructurePieceTreasure(Item.legsSteel.shiftedIndex, 0, 1, 1, 5),
-	    new StructurePieceTreasure(Item.bootsSteel.shiftedIndex, 0, 1, 1, 5),
-	    new StructurePieceTreasure(Item.appleGold.shiftedIndex, 0, 1, 1, 1)
-        });
-
 
     public MazeNode()
     { 
@@ -217,10 +199,9 @@
 				TileEntityChest chestEntity = (TileEntityChest)world.getBlockTileEntity(chestPos.x,chestPos.y,chestPos.z);
 				for(int j=0;j<3;j++) // Put in three items
 				    {
-					StructurePieceTreasure treasure=(StructurePieceTreasure)WeightedRandom.func_35735_a(r,treasureItems);
-					int k = treasure.field_35595_c + r.nextInt((treasure.field_35593_e - treasure.field_35595_c) + 1);
-					
-					chestEntity.setInventorySlotContents(r.nextInt(chestEntity.getSizeInventory()),new ItemStack(treasure.field_35596_a, k, treasure.field_35594_b));
+					ItemStack itemstack = pickCheckLootItem(r);
+		
+					chestEntity.setInventorySlotContents(r.nextInt(chestEntity.getSizeInventory()),itemstack);
 				    }
 				break;
 			    }
@@ -271,6 +252,59 @@
     }
 
     // Source: WorldGenDungeons class
+    private ItemStack pickCheckLootItem(Random random)
+    {
+        int i = random.nextInt(11);
+        if(i == 0)
+        {
+            return new ItemStack(Item.saddle);
+        }
+        if(i == 1)
+        {
+            return new ItemStack(Item.ingotIron, random.nextInt(4) + 1);
+        }
+        if(i == 2)
+        {
+            return new ItemStack(Item.bread);
+        }
+        if(i == 3)
+        {
+            return new ItemStack(Item.wheat, random.nextInt(4) + 1);
+        }
+        if(i == 4)
+        {
+            return new ItemStack(Item.gunpowder, random.nextInt(4) + 1);
+        }
+        if(i == 5)
+        {
+            return new ItemStack(Item.silk, random.nextInt(4) + 1);
+        }
+        if(i == 6)
+        {
+            return new ItemStack(Item.bucketEmpty);
+        }
+        if(i == 7 && random.nextInt(100) == 0)
+        {
+            return new ItemStack(Item.appleGold);
+        }
+        if(i == 8 && random.nextInt(2) == 0)
+        {
+            return new ItemStack(Item.redstone, random.nextInt(4) + 1);
+        }
+        if(i == 9 && random.nextInt(10) == 0)
+        {
+            return new ItemStack(Item.itemsList[Item.record13.shiftedIndex + random.nextInt(2)]);
+        }
+        if(i == 10)
+        {
+            return new ItemStack(Item.dyePowder, 1, 3);
+        } else
+        {
+            return null;
+        }
+    }
+
+    // Source: WorldGenDungeons class
     private String pickMobSpawner(Random random)
     {
         int i = random.nextInt(4);