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[9959] Fixed resent radnom problem with looting related to skinning code changes.
Thanks to boxa for help in research problem.
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2 changed files with 5 additions and 5 deletions
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@ -110,7 +110,7 @@ bool ForcedDespawnDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
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Creature::Creature(CreatureSubtype subtype) :
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Unit(), i_AI(NULL),
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lootForPickPocketed(false), lootForBody(false), m_groupLootTimer(0), m_groupLootId(0),
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lootForPickPocketed(false), lootForBody(false), lootForSkin(false), m_groupLootTimer(0), m_groupLootId(0),
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m_lootMoney(0), m_lootGroupRecipientId(0),
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m_deathTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_respawnradius(5.0f),
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m_subtype(subtype), m_defaultMovementType(IDLE_MOTION_TYPE), m_DBTableGuid(0), m_equipmentId(0),
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@ -2037,10 +2037,10 @@ void Creature::AllLootRemovedFromCorpse()
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CreatureInfo const *cinfo = GetCreatureInfo();
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// corpse was not skinnable -> apply corpse looted timer
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if (!cinfo->SkinLootId)
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// corpse was not skinned -> apply corpse looted timer
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if (!lootForSkin)
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nDeathTimer = (uint32)((m_corpseDelay * IN_MILLISECONDS) * sWorld.getConfig(CONFIG_FLOAT_RATE_CORPSE_DECAY_LOOTED));
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// corpse skinnable, but without skinning flag, and then skinned, corpse will despawn next update
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// corpse was skinned, corpse will despawn next update
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else
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nDeathTimer = 0;
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