mirror of
https://github.com/mangosfour/server.git
synced 2025-12-12 10:37:03 +00:00
[9947] More skinning fixes.
* Restore work with money loot. * Old code sometime generate empty loot windows for normal loot and sometime skip its. Code changed to be more consistent. Added new option Corpse.EmptyLootShow that control show empty normal loot window in some cases enabled by default: - if creature expected to be lootable but loot generated empty by some reasons. - if creature can be skinnable If option disabled thne code attempt avoid empty normal loot windows for empty cases. * Possible fixed case instant despawn non-skinable creature after normal loot complete.
This commit is contained in:
parent
c2fc89c86c
commit
2591a2333a
6 changed files with 28 additions and 20 deletions
|
|
@ -816,26 +816,26 @@ void Creature::PrepareBodyLootState()
|
|||
loot.clear();
|
||||
|
||||
// if have normal loot then prepare it access
|
||||
if (!isAlive() && GetCreatureInfo()->lootid && !lootForBody)
|
||||
if (!isAlive() && !lootForBody)
|
||||
{
|
||||
SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
|
||||
return;
|
||||
// have normal loot
|
||||
if (GetCreatureInfo()->maxgold > 0 || GetCreatureInfo()->lootid ||
|
||||
// ... or can have skinning after
|
||||
GetCreatureInfo()->SkinLootId && sWorld.getConfig(CONFIG_BOOL_CORPSE_EMPTY_LOOT_SHOW))
|
||||
{
|
||||
SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// if not have normal loot allow skinning if need
|
||||
if (!isAlive() && !lootForSkin)
|
||||
if (!isAlive() && !lootForSkin && GetCreatureInfo()->SkinLootId)
|
||||
{
|
||||
lootForBody = true; // pass this loot mode
|
||||
|
||||
if (GetCreatureInfo()->SkinLootId)
|
||||
{
|
||||
if (LootTemplates_Skinning.HaveLootFor(GetCreatureInfo()->SkinLootId))
|
||||
{
|
||||
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
|
||||
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
|
||||
return;
|
||||
}
|
||||
}
|
||||
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
|
||||
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
|
||||
return;
|
||||
}
|
||||
|
||||
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
|
||||
|
|
@ -2031,14 +2031,14 @@ void Creature::GetRespawnCoord( float &x, float &y, float &z, float* ori, float*
|
|||
|
||||
void Creature::AllLootRemovedFromCorpse()
|
||||
{
|
||||
if (!HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
|
||||
if (lootForBody && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
|
||||
{
|
||||
uint32 nDeathTimer;
|
||||
|
||||
CreatureInfo const *cinfo = GetCreatureInfo();
|
||||
|
||||
// corpse was not skinnable -> apply corpse looted timer
|
||||
if (!cinfo || !cinfo->SkinLootId)
|
||||
if (!cinfo->SkinLootId)
|
||||
nDeathTimer = (uint32)((m_corpseDelay * IN_MILLISECONDS) * sWorld.getConfig(CONFIG_FLOAT_RATE_CORPSE_DECAY_LOOTED));
|
||||
// corpse skinnable, but without skinning flag, and then skinned, corpse will despawn next update
|
||||
else
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue