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[10662] Implement partly item looting
* Not deleted normal item loot at first loot window close. * Save current item loot content to DB for later continue looting. * Cleanup spell effect SPELL_EFFECT_OPEN_LOCK check code * Cleanup Player::AutoStoreLoot calls
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21 changed files with 392 additions and 132 deletions
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@ -333,6 +333,25 @@ LootItem::LootItem(LootStoreItem const& li)
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is_counted = 0;
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}
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LootItem::LootItem(uint32 itemid_, uint32 count_, uint32 randomSuffix_, int32 randomPropertyId_)
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{
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itemid = itemid_;
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conditionId = 0;
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ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemid);
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freeforall = proto && (proto->Flags & ITEM_FLAG_PARTY_LOOT);
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needs_quest = false;
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count = count_;
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randomSuffix = randomSuffix_;
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randomPropertyId = randomPropertyId_;
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is_looted = 0;
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is_blocked = 0;
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is_underthreshold = 0;
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is_counted = 0;
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}
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// Basic checks for player/item compatibility - if false no chance to see the item in the loot
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bool LootItem::AllowedForPlayer(Player const * player) const
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{
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