Fixed group loot display bug.

This commit is contained in:
tomrus88 2009-10-24 19:31:38 +04:00
parent f451298784
commit de73c52a77
7 changed files with 115 additions and 89 deletions

View file

@ -368,26 +368,26 @@ void WorldSession::HandleLootRoll( WorldPacket &recv_data )
uint64 Guid;
uint32 NumberOfPlayers;
uint8 Choise;
uint8 rollType;
recv_data >> Guid; //guid of the item rolled
recv_data >> NumberOfPlayers;
recv_data >> Choise; //0: pass, 1: need, 2: greed
recv_data >> rollType;
//sLog.outDebug("WORLD RECIEVE CMSG_LOOT_ROLL, From:%u, Numberofplayers:%u, Choise:%u", (uint32)Guid, NumberOfPlayers, Choise);
//sLog.outDebug("WORLD RECIEVE CMSG_LOOT_ROLL, From:%u, Numberofplayers:%u, rollType:%u", (uint32)Guid, NumberOfPlayers, rollType);
Group* group = GetPlayer()->GetGroup();
if(!group)
return;
// everything's fine, do it
group->CountRollVote(GetPlayer()->GetGUID(), Guid, NumberOfPlayers, Choise);
group->CountRollVote(GetPlayer()->GetGUID(), Guid, NumberOfPlayers, rollType);
switch (Choise)
switch (rollType)
{
case 1:
case ROLL_NEED:
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED, 1);
break;
case 2:
case ROLL_GREED:
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED, 1);
break;
}