Core/Loot: Store method used at loot generation inside Loot object
Port From (https://github.com/TrinityCore/TrinityCore/commit/9700b2a78680452d80025121a031da340af51348)
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@@ -967,7 +967,7 @@ namespace Game.Groups
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lootList.Owner = creature.GetGUID();
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lootList.LootObj = creature.loot.GetGUID();
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if (GetLootMethod() == LootMethod.MasterLoot && creature.loot.HasOverThresholdItem())
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if (creature.loot.GetLootMethod() == LootMethod.MasterLoot && creature.loot.HasOverThresholdItem())
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lootList.Master = GetMasterLooterGuid();
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if (groupLooter)
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@@ -1364,7 +1364,7 @@ namespace Game.Groups
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player.AutoStoreLoot(disenchant.Id, LootStorage.Disenchant, ItemContext.None, true);
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else // If the player's inventory is full, send the disenchant result in a mail.
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{
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Loot loot = new(allowedMap, roll.GetLoot().GetOwnerGUID(), LootType.Disenchanting);
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Loot loot = new(allowedMap, roll.GetLoot().GetOwnerGUID(), LootType.Disenchanting, roll.GetLoot().GetLootMethod());
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loot.FillLoot(disenchant.Id, LootStorage.Disenchant, player, true);
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uint max_slot = loot.GetMaxSlotInLootFor(player);
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