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[10641] Fixed use item dynamic/item proto flags.
* List its independelty. Each from this 2 fields have own flags. Cleanup lists. * Not copy proto flags to item flags update field. This fix heroic item versions show in client in result mixed use ITEM_DYNFLAG_WRAPPED (0x8) with ITEM_FLAG_HEROIC (0x8) * Update uses to proto case use for some cases where before wrongly has been used item dyn.flags * For ITEM_DYNFLAG_UNLOCKED (0x4) set for item at unlock and check for prevent re-unlocking. This mostly for future case when will be implemented partly loting items support. * For ITEM_FLAG_LOOTABLE (0x4) check loot absent or conflicting setting with containers/casted at use items. Report wrong cases art loading. * Better check related loot tables content using ITEM_FLAG_PROSPECTABLE and ITEM_FLAG_MILLABLE
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17 changed files with 208 additions and 103 deletions
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@ -406,8 +406,7 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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ItemPrototype const* proto = pItem->GetProto();
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// destroy only 5 items from stack in case prospecting and milling
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if( (proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) &&
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proto->Class == ITEM_CLASS_TRADE_GOODS)
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if ((proto->Flags & (ITEM_FLAG_PROSPECTABLE | ITEM_FLAG_MILLABLE)))
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{
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pItem->m_lootGenerated = false;
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pItem->loot.clear();
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