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[9934] Skinning related fixes
* Show skinning tooltip only after creature loot (when creature can be explcitly skinned). * Allow reopen skinning loot if still have not looted items.
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cad8693819
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7 changed files with 52 additions and 19 deletions
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@ -566,9 +566,7 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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pVictim->SetHealth(0);
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// allow loot only if has loot_id in creature_template
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CreatureInfo const* cInfo = ((Creature*)pVictim)->GetCreatureInfo();
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if(cInfo && cInfo->lootid)
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pVictim->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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((Creature*)pVictim)->PrepareBodyLootState();
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// some critters required for quests (need normal entry instead possible heroic in any cases)
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if(GetTypeId() == TYPEID_PLAYER)
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@ -809,10 +807,7 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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{
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cVictim->DeleteThreatList();
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// only lootable if it has loot or can drop gold
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if(cVictim->GetCreatureInfo()->lootid || cVictim->GetCreatureInfo()->maxgold > 0)
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cVictim->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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else
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cVictim->lootForBody = true; // needed for skinning
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cVictim->PrepareBodyLootState();
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}
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// Call creature just died function
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if (cVictim->AI())
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