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Various Cleanups (game L-M)
This commit is contained in:
parent
2bd41afb3e
commit
8d0c106aa4
29 changed files with 2201 additions and 2163 deletions
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@ -32,22 +32,22 @@
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#include "Util.h"
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#include "DBCStores.h"
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void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
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void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recv_data)
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{
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DEBUG_LOG("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
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Player *player = GetPlayer();
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Player* player = GetPlayer();
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ObjectGuid lguid = player->GetLootGuid();
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Loot *loot;
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Loot* loot;
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uint8 lootSlot;
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Item* pItem = NULL;
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recv_data >> lootSlot;
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switch( lguid.GetHigh())
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switch (lguid.GetHigh())
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{
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case HIGHGUID_GAMEOBJECT:
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{
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GameObject *go = player->GetMap()->GetGameObject(lguid);
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GameObject* go = player->GetMap()->GetGameObject(lguid);
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// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
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if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
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@ -61,7 +61,7 @@ void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
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}
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case HIGHGUID_ITEM:
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{
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pItem = player->GetItemByGuid( lguid );
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pItem = player->GetItemByGuid(lguid);
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if (!pItem || !pItem->HasGeneratedLoot())
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{
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@ -74,7 +74,7 @@ void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
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}
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case HIGHGUID_CORPSE:
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{
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Corpse *bones = player->GetMap()->GetCorpse(lguid);
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Corpse* bones = player->GetMap()->GetCorpse(lguid);
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if (!bones)
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{
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player->SendLootRelease(lguid);
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@ -90,7 +90,7 @@ void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
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if( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
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if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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{
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player->SendLootRelease(lguid);
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return;
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@ -106,15 +106,15 @@ void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
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}
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}
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QuestItem *qitem = NULL;
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QuestItem *ffaitem = NULL;
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QuestItem *conditem = NULL;
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QuestItem* qitem = NULL;
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QuestItem* ffaitem = NULL;
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QuestItem* conditem = NULL;
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LootItem *item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem);
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LootItem* item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem);
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if(!item)
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if (!item)
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{
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player->SendEquipError( EQUIP_ERR_ALREADY_LOOTED, NULL, NULL );
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player->SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
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return;
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}
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@ -129,10 +129,10 @@ void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
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pItem->SetLootState(ITEM_LOOT_CHANGED);
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ItemPosCountVec dest;
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InventoryResult msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item->itemid, item->count );
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if ( msg == EQUIP_ERR_OK )
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InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
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if (msg == EQUIP_ERR_OK)
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{
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Item * newitem = player->StoreNewItem( dest, item->itemid, true, item->randomPropertyId);
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Item* newitem = player->StoreNewItem(dest, item->itemid, true, item->randomPropertyId);
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if (qitem)
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{
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@ -154,7 +154,7 @@ void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
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else
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{
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//not freeforall, notify everyone
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if(conditem)
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if (conditem)
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conditem->is_looted=true;
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loot->NotifyItemRemoved(lootSlot);
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}
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@ -172,38 +172,38 @@ void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
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player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, item->count);
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}
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else
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player->SendEquipError( msg, NULL, NULL, item->itemid );
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player->SendEquipError(msg, NULL, NULL, item->itemid);
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}
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void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
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void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recv_data*/)
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{
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DEBUG_LOG("WORLD: CMSG_LOOT_MONEY");
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Player *player = GetPlayer();
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Player* player = GetPlayer();
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ObjectGuid guid = player->GetLootGuid();
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if (!guid)
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return;
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Loot *pLoot = NULL;
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Loot* pLoot = NULL;
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Item* pItem = NULL;
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switch(guid.GetHigh())
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switch (guid.GetHigh())
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{
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case HIGHGUID_GAMEOBJECT:
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{
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GameObject *pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);
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GameObject* pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);
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// not check distance for GO in case owned GO (fishing bobber case, for example)
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if( pGameObject && (pGameObject->GetOwnerGuid() == _player->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) )
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if (pGameObject && (pGameObject->GetOwnerGuid() == _player->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
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pLoot = &pGameObject->loot;
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break;
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}
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case HIGHGUID_CORPSE: // remove insignia ONLY in BG
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{
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Corpse *bones = _player->GetMap()->GetCorpse(guid);
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Corpse* bones = _player->GetMap()->GetCorpse(guid);
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if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
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if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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pLoot = &bones->loot;
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break;
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@ -224,7 +224,7 @@ void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
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if ( ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
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if (ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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pLoot = &pCreature->loot ;
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break;
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@ -239,13 +239,13 @@ void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
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if (!guid.IsItem() && player->GetGroup()) //item can be looted only single player
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{
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Group *group = player->GetGroup();
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Group* group = player->GetGroup();
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std::vector<Player*> playersNear;
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for(GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
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for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player* playerGroup = itr->getSource();
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if(!playerGroup)
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if (!playerGroup)
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continue;
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if (player->IsWithinDistInMap(playerGroup,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE),false))
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playersNear.push_back(playerGroup);
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@ -255,7 +255,7 @@ void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
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for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
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{
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(*i)->ModifyMoney( money_per_player );
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(*i)->ModifyMoney(money_per_player);
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(*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player);
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WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4+1);
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@ -267,7 +267,7 @@ void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
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}
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else
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{
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player->ModifyMoney( pLoot->gold );
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player->ModifyMoney(pLoot->gold);
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player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold);
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WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4+1);
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@ -283,7 +283,7 @@ void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
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}
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}
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void WorldSession::HandleLootOpcode( WorldPacket & recv_data )
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void WorldSession::HandleLootOpcode(WorldPacket& recv_data)
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{
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DEBUG_LOG("WORLD: CMSG_LOOT");
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@ -297,7 +297,7 @@ void WorldSession::HandleLootOpcode( WorldPacket & recv_data )
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GetPlayer()->SendLoot(guid, LOOT_CORPSE);
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}
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void WorldSession::HandleLootReleaseOpcode( WorldPacket & recv_data )
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void WorldSession::HandleLootReleaseOpcode(WorldPacket& recv_data)
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{
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DEBUG_LOG("WORLD: CMSG_LOOT_RELEASE");
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@ -311,22 +311,22 @@ void WorldSession::HandleLootReleaseOpcode( WorldPacket & recv_data )
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void WorldSession::DoLootRelease(ObjectGuid lguid)
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{
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Player *player = GetPlayer();
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Loot *loot;
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Player* player = GetPlayer();
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Loot* loot;
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player->SetLootGuid(ObjectGuid());
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player->SendLootRelease(lguid);
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player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
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if(!player->IsInWorld())
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if (!player->IsInWorld())
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return;
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switch(lguid.GetHigh())
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switch (lguid.GetHigh())
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{
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case HIGHGUID_GAMEOBJECT:
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{
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GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);
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GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);
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// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
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if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
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@ -342,13 +342,13 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
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{
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// GO is mineral vein? so it is not removed after its looted
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if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
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if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
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{
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uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
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uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;
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// only vein pass this check
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if(go_min != 0 && go_max > go_min)
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if (go_min != 0 && go_max > go_min)
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{
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float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
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float min_amount = go_min*amount_rate;
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@ -357,19 +357,19 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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go->AddUse();
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float uses = float(go->GetUseCount());
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if(uses < max_amount)
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if (uses < max_amount)
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{
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if(uses >= min_amount)
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if (uses >= min_amount)
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{
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float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);
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int32 ReqValue = 175;
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LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
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if(lockInfo)
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LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
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if (lockInfo)
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ReqValue = lockInfo->Skill[0];
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float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
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double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
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if(roll_chance_f(float(100.0f*chance+skill)))
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if (roll_chance_f(float(100.0f*chance+skill)))
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{
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go->SetLootState(GO_READY);
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}
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@ -386,7 +386,8 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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go->SetLootState(GO_JUST_DEACTIVATED);
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}
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else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
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{ // The fishing hole used once more
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{
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// The fishing hole used once more
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go->AddUse(); // if the max usage is reached, will be despawned at next tick
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if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
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{
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@ -407,8 +408,8 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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}
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case HIGHGUID_CORPSE: // ONLY remove insignia at BG
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{
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Corpse *corpse = _player->GetMap()->GetCorpse(lguid);
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if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
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Corpse* corpse = _player->GetMap()->GetCorpse(lguid);
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if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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return;
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loot = &corpse->loot;
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@ -422,20 +423,20 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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}
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case HIGHGUID_ITEM:
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{
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Item *pItem = player->GetItemByGuid(lguid );
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Item* pItem = player->GetItemByGuid(lguid);
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if (!pItem)
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return;
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switch (pItem->loot.loot_type)
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{
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// temporary loot in stacking items, clear loot state, no auto loot move
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// temporary loot in stacking items, clear loot state, no auto loot move
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case LOOT_MILLING:
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case LOOT_PROSPECTING:
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{
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uint32 count = pItem->GetCount();
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// >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
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if(count > 5)
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if (count > 5)
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count = 5;
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// reset loot for allow repeat looting if stack > 5
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@ -452,7 +453,7 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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player->AutoStoreLoot(pItem->loot); // can be lost if no space
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pItem->loot.clear();
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pItem->SetLootState(ITEM_LOOT_REMOVED);
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player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
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player->DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), true);
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break;
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}
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// normal persistence loot
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@ -462,7 +463,7 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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if (pItem->loot.isLooted())
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{
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pItem->SetLootState(ITEM_LOOT_REMOVED);
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player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
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player->DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), true);
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}
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break;
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}
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@ -475,13 +476,13 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
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bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
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if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
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if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
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return;
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loot = &pCreature->loot;
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// update next looter
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if(Group* group = pCreature->GetGroupLootRecipient())
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if (Group* group = pCreature->GetGroupLootRecipient())
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if (group->GetLooterGuid() == player->GetObjectGuid())
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group->UpdateLooterGuid(pCreature);
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@ -490,7 +491,7 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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// for example skinning after normal loot
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pCreature->PrepareBodyLootState();
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if(!pCreature->isAlive())
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if (!pCreature->isAlive())
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pCreature->AllLootRemovedFromCorpse();
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}
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break;
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@ -506,7 +507,7 @@ void WorldSession::DoLootRelease(ObjectGuid lguid)
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loot->RemoveLooter(player->GetObjectGuid());
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}
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void WorldSession::HandleLootMasterGiveOpcode( WorldPacket & recv_data )
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void WorldSession::HandleLootMasterGiveOpcode(WorldPacket& recv_data)
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{
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uint8 slotid;
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ObjectGuid lootguid;
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@ -520,7 +521,7 @@ void WorldSession::HandleLootMasterGiveOpcode( WorldPacket & recv_data )
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return;
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}
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Player *target = ObjectAccessor::FindPlayer(target_playerguid);
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Player* target = ObjectAccessor::FindPlayer(target_playerguid);
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if (!target)
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return;
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@ -529,20 +530,20 @@ void WorldSession::HandleLootMasterGiveOpcode( WorldPacket & recv_data )
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if (_player->GetLootGuid() != lootguid)
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return;
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Loot *pLoot = NULL;
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Loot* pLoot = NULL;
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if (lootguid.IsCreatureOrVehicle())
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{
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Creature *pCreature = GetPlayer()->GetMap()->GetCreature(lootguid);
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if(!pCreature)
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Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lootguid);
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if (!pCreature)
|
||||
return;
|
||||
|
||||
pLoot = &pCreature->loot;
|
||||
}
|
||||
else if(lootguid.IsGameObject())
|
||||
else if (lootguid.IsGameObject())
|
||||
{
|
||||
GameObject *pGO = GetPlayer()->GetMap()->GetGameObject(lootguid);
|
||||
if(!pGO)
|
||||
GameObject* pGO = GetPlayer()->GetMap()->GetGameObject(lootguid);
|
||||
if (!pGO)
|
||||
return;
|
||||
|
||||
pLoot = &pGO->loot;
|
||||
|
|
@ -559,19 +560,19 @@ void WorldSession::HandleLootMasterGiveOpcode( WorldPacket & recv_data )
|
|||
LootItem& item = pLoot->items[slotid];
|
||||
|
||||
ItemPosCountVec dest;
|
||||
InventoryResult msg = target->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item.itemid, item.count );
|
||||
if ( msg != EQUIP_ERR_OK )
|
||||
InventoryResult msg = target->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item.itemid, item.count);
|
||||
if (msg != EQUIP_ERR_OK)
|
||||
{
|
||||
target->SendEquipError( msg, NULL, NULL, item.itemid );
|
||||
target->SendEquipError(msg, NULL, NULL, item.itemid);
|
||||
|
||||
// send duplicate of error massage to master looter
|
||||
_player->SendEquipError( msg, NULL, NULL, item.itemid );
|
||||
_player->SendEquipError(msg, NULL, NULL, item.itemid);
|
||||
return;
|
||||
}
|
||||
|
||||
// now move item from loot to target inventory
|
||||
Item * newitem = target->StoreNewItem( dest, item.itemid, true, item.randomPropertyId );
|
||||
target->SendNewItem(newitem, uint32(item.count), false, false, true );
|
||||
Item* newitem = target->StoreNewItem(dest, item.itemid, true, item.randomPropertyId);
|
||||
target->SendNewItem(newitem, uint32(item.count), false, false, true);
|
||||
target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item.itemid, item.count);
|
||||
target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, pLoot->loot_type, item.count);
|
||||
target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item.itemid, item.count);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue