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[7234] Now correct patch version: Use spell_loot_table for item creating in case SPELL_EFFECT_CREATE_ITEM_2 (157) and itemType==0
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e21941d558
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cb0ebde926
5 changed files with 12 additions and 10 deletions
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@ -1278,9 +1278,9 @@ void LoadLootTemplates_Spell()
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if(!ids_set.count(spell_id))
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{
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// not report about not trainable spells (optionally supported by DB)
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// not report about not trainable spells (optionally supported by DB) except with SPELL_ATTR_EX2_UNK14 (clams)
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// 61756 (Northrend Inscription Research (FAST QA VERSION) for example
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if(spellInfo->Attributes & SPELL_ATTR_UNK5)
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if ((spellInfo->Attributes & SPELL_ATTR_UNK5) || (spellInfo->AttributesEx2 & SPELL_ATTR_EX2_UNK14))
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LootTemplates_Spell.ReportNotExistedId(spell_id);
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}
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else
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@ -19413,7 +19413,7 @@ void Player::InitRunes()
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SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
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}
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bool Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
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void Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
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{
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Loot loot;
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loot.FillLoot (loot_id,store,this);
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@ -19428,10 +19428,13 @@ bool Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore
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if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
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msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
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if(msg != EQUIP_ERR_OK)
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{
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SendEquipError( msg, NULL, NULL );
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return;
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}
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if(Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId))
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SendNewItem(pItem, lootItem->count, true, true);
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Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
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SendNewItem(pItem, lootItem->count, true, false);
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}
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uint32 Player::CalculateTalentsPoints() const
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@ -1110,8 +1110,8 @@ class MANGOS_DLL_SPEC Player : public Unit
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Item* EquipItem( uint16 pos, Item *pItem, bool update );
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void AutoUnequipOffhandIfNeed();
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bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
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bool AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store);
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bool AutoStoreLootItem(uint32 loot_id, LootStore const& store) { return AutoStoreLootItem(NULL_BAG,NULL_SLOT,loot_id,store); }
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void AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store);
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void AutoStoreLootItem(uint32 loot_id, LootStore const& store) { AutoStoreLootItem(NULL_BAG,NULL_SLOT,loot_id,store); }
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uint8 _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
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uint8 _CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL ) const;
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@ -2691,8 +2691,7 @@ void Spell::EffectCreateItem2(uint32 i)
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return;
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// create some random items
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if(!((Player*)m_caster)->AutoStoreLootItem(m_spellInfo->Id,LootTemplates_Spell))
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player->SendEquipError( msg, NULL, NULL );
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((Player*)m_caster)->AutoStoreLootItem(m_spellInfo->Id,LootTemplates_Spell);
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return;
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}
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DoCreateItem(i,m_spellInfo->EffectItemType[i]);
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7233"
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#define REVISION_NR "7234"
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#endif // __REVISION_NR_H__
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