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Fixed group loot display bug.
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parent
f451298784
commit
de73c52a77
7 changed files with 115 additions and 89 deletions
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@ -368,26 +368,26 @@ void WorldSession::HandleLootRoll( WorldPacket &recv_data )
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uint64 Guid;
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uint32 NumberOfPlayers;
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uint8 Choise;
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uint8 rollType;
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recv_data >> Guid; //guid of the item rolled
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recv_data >> NumberOfPlayers;
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recv_data >> Choise; //0: pass, 1: need, 2: greed
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recv_data >> rollType;
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//sLog.outDebug("WORLD RECIEVE CMSG_LOOT_ROLL, From:%u, Numberofplayers:%u, Choise:%u", (uint32)Guid, NumberOfPlayers, Choise);
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//sLog.outDebug("WORLD RECIEVE CMSG_LOOT_ROLL, From:%u, Numberofplayers:%u, rollType:%u", (uint32)Guid, NumberOfPlayers, rollType);
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Group* group = GetPlayer()->GetGroup();
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if(!group)
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return;
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// everything's fine, do it
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group->CountRollVote(GetPlayer()->GetGUID(), Guid, NumberOfPlayers, Choise);
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group->CountRollVote(GetPlayer()->GetGUID(), Guid, NumberOfPlayers, rollType);
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switch (Choise)
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switch (rollType)
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{
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case 1:
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case ROLL_NEED:
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GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED, 1);
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break;
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case 2:
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case ROLL_GREED:
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GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED, 1);
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break;
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}
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