[11702] Alsways attempt generate randomProperty for item in at create if value not pre-selected.

This resolve all existed cases when we miss assign random property id.

Also move random property/suffix check from item creating to server load time.
This commit is contained in:
VladimirMangos 2011-06-30 18:07:01 +04:00
parent 67f9c26d51
commit cc11366d6b
6 changed files with 64 additions and 61 deletions

View file

@ -11114,13 +11114,11 @@ Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool updat
for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
count += itr->count;
Item *pItem = Item::CreateItem( item, count, this );
if( pItem )
Item *pItem = Item::CreateItem(item, count, this, randomPropertyId);
if (pItem)
{
ItemAddedQuestCheck( item, count );
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
if(randomPropertyId)
pItem->SetItemRandomProperties(randomPropertyId);
pItem = StoreItem( dest, pItem, update );
}
return pItem;
@ -11260,7 +11258,7 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo
Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
{
if (Item *pItem = Item::CreateItem( item, 1, this ))
if (Item *pItem = Item::CreateItem(item, 1, this))
{
ItemAddedQuestCheck( item, 1 );
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);