diff --git a/src/game/LootMgr.cpp b/src/game/LootMgr.cpp index 05b08eb8a..591a123f8 100644 --- a/src/game/LootMgr.cpp +++ b/src/game/LootMgr.cpp @@ -55,7 +55,7 @@ class LootTemplate::LootGroup // A set of loot def bool HasQuestDrop() const; // True if group includes at least 1 quest drop entry bool HasQuestDropForPlayer(Player const * player) const; // The same for active quests of the player - void Process(Loot& loot, bool rate) const; // Rolls an item from the group (if any) and adds the item to the loot + void Process(Loot& loot) const; // Rolls an item from the group (if any) and adds the item to the loot float RawTotalChance() const; // Overall chance for the group (without equal chanced items) float TotalChance() const; // Overall chance for the group @@ -66,7 +66,7 @@ class LootTemplate::LootGroup // A set of loot def LootStoreItemList ExplicitlyChanced; // Entries with chances defined in DB LootStoreItemList EqualChanced; // Zero chances - every entry takes the same chance - LootStoreItem const * Roll(bool rate) const; // Rolls an item from the group, returns NULL if all miss their chances + LootStoreItem const * Roll() const; // Rolls an item from the group, returns NULL if all miss their chances }; //Remove all data and free all memory @@ -789,7 +789,7 @@ void LootTemplate::LootGroup::AddEntry(LootStoreItem& item) } // Rolls an item from the group, returns NULL if all miss their chances -LootStoreItem const * LootTemplate::LootGroup::Roll(bool rate) const +LootStoreItem const * LootTemplate::LootGroup::Roll() const { if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked { @@ -800,9 +800,7 @@ LootStoreItem const * LootTemplate::LootGroup::Roll(bool rate) const if(ExplicitlyChanced[i].chance>=100.f) return &ExplicitlyChanced[i]; - ItemPrototype const *pProto = objmgr.GetItemPrototype(ExplicitlyChanced[i].itemid); - float qualityMultiplier = pProto && rate ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f; - Roll -= ExplicitlyChanced[i].chance * qualityMultiplier; + Roll -= ExplicitlyChanced[i].chance; if (Roll < 0) return &ExplicitlyChanced[i]; } @@ -838,9 +836,9 @@ bool LootTemplate::LootGroup::HasQuestDropForPlayer(Player const * player) const } // Rolls an item from the group (if any takes its chance) and adds the item to the loot -void LootTemplate::LootGroup::Process(Loot& loot, bool rate) const +void LootTemplate::LootGroup::Process(Loot& loot) const { - LootStoreItem const * item = Roll(rate); + LootStoreItem const * item = Roll(); if (item != NULL) loot.AddItem(*item); } @@ -932,7 +930,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint8 if (groupId > Groups.size()) return; // Error message already printed at loading stage - Groups[groupId-1].Process(loot,rate); + Groups[groupId-1].Process(loot); return; } @@ -958,7 +956,7 @@ void LootTemplate::Process(Loot& loot, LootStore const& store, bool rate, uint8 // Now processing groups for (LootGroups::const_iterator i = Groups.begin( ) ; i != Groups.end( ) ; ++i ) - i->Process(loot,rate); + i->Process(loot); } // True if template includes at least 1 quest drop entry diff --git a/src/shared/revision_nr.h b/src/shared/revision_nr.h index 23d3554d9..85c3c3d3b 100644 --- a/src/shared/revision_nr.h +++ b/src/shared/revision_nr.h @@ -1,4 +1,4 @@ #ifndef __REVISION_NR_H__ #define __REVISION_NR_H__ - #define REVISION_NR "7343" + #define REVISION_NR "7344" #endif // __REVISION_NR_H__