Core/Creatures: Move creature difficulty specific data from creature_template table to creature_template_difficulty

Port From (https://github.com/TrinityCore/TrinityCore/commit/06d0b16f158e8793860d9edd11b990f20b1d0dac)
This commit is contained in:
hondacrx
2023-05-30 08:16:40 -04:00
parent 77febfdee5
commit 068ccd990f
26 changed files with 399 additions and 539 deletions
+1 -1
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@@ -454,7 +454,7 @@ namespace Scripts.Spells.Hunter
return SpellCastResult.Highlevel;
// use SMSG_PET_TAME_FAILURE?
if (!target.GetCreatureTemplate().IsTameable(caster.CanTameExoticPets()))
if (!target.GetCreatureTemplate().IsTameable(caster.CanTameExoticPets(), target.GetCreatureDifficulty()))
return SpellCastResult.BadTargets;
PetStable petStable = caster.GetPetStable();
+3 -3
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@@ -7,7 +7,6 @@ using Game.BattleGrounds;
using Game.DataStorage;
using Game.Entities;
using Game.Loots;
using Game.Networking.Packets;
using Game.Scripting;
using Game.Spells;
using System;
@@ -1322,11 +1321,12 @@ namespace Scripts.Spells.Items
{
Player player = GetCaster().ToPlayer();
Creature creature = GetTarget().ToCreature();
CreatureDifficulty creatureDifficulty = creature.GetCreatureDifficulty();
// missing lootid has been reported on startup - just return
if (creature.GetCreatureTemplate().SkinLootId == 0)
if (creatureDifficulty.SkinLootID == 0)
return;
player.AutoStoreLoot(creature.GetCreatureTemplate().SkinLootId, LootStorage.Skinning, ItemContext.None, true);
player.AutoStoreLoot(creatureDifficulty.SkinLootID, LootStorage.Skinning, ItemContext.None, true);
creature.DespawnOrUnsummon();
}
}