Updated to 8.2.0.31429 (scripts disabled atm, they still need updated)

Code Port from TrinityCore https://github.com/TrinityCore/TrinityCore
Casc from WoW-Tools https://github.com/WoW-Tools/CASCExplorer
This commit is contained in:
hondacrx
2019-08-14 11:20:42 -04:00
parent e4d500f4b5
commit 125e3b3ac7
232 changed files with 12268 additions and 14670 deletions
+7 -8
View File
@@ -318,7 +318,7 @@ namespace Game
player.SetLootGUID(ObjectGuid.Empty);
player.SendLootRelease(lguid);
player.RemoveFlag(UnitFields.Flags, UnitFlags.Looting);
player.RemoveUnitFlag(UnitFlags.Looting);
if (!player.IsInWorld)
return;
@@ -343,7 +343,7 @@ namespace Game
if (go.GetGoType() == GameObjectTypes.FishingHole)
{ // The fishing hole used once more
go.AddUse(); // if the max usage is reached, will be despawned in next tick
if (go.GetUseCount() >= go.m_goValue.FishingHole.MaxOpens)
if (go.GetUseCount() >= go.GetGoValue().FishingHole.MaxOpens)
go.SetLootState(LootState.JustDeactivated);
else
go.SetLootState(LootState.Ready);
@@ -374,7 +374,7 @@ namespace Game
if (loot.isLooted())
{
loot.clear();
corpse.RemoveFlag(CorpseFields.DynamicFlags, 0x0001);
corpse.RemoveCorpseDynamicFlag(CorpseDynFlags.Lootable);
}
}
else if (lguid.IsItem())
@@ -417,7 +417,7 @@ namespace Game
loot = creature.loot;
if (loot.isLooted())
{
creature.RemoveFlag(ObjectFields.DynamicFlags, UnitDynFlags.Lootable);
creature.RemoveDynamicFlag(UnitDynFlags.Lootable);
// skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
if (!creature.IsAlive())
@@ -437,11 +437,10 @@ namespace Game
{
if (group.GetLootMethod() != LootMethod.MasterLoot)
group.SendLooter(creature, null);
}
// force dynflag update to update looter and lootable info
creature.ForceValuesUpdateAtIndex(ObjectFields.DynamicFlags);
creature.m_values.ModifyValue(creature.m_objectData).ModifyValue(creature.m_objectData.DynamicFlags);
creature.ForceUpdateFieldChange();
}
}
}
@@ -542,7 +541,7 @@ namespace Game
}
// not move item from loot to target inventory
Item newitem = target.StoreNewItem(dest, item.itemid, true, item.randomPropertyId, item.GetAllowedLooters(), item.context, item.BonusListIDs);
Item newitem = target.StoreNewItem(dest, item.itemid, true, item.randomBonusListId, item.GetAllowedLooters(), item.context, item.BonusListIDs);
target.SendNewItem(newitem, item.count, false, false, true);
target.UpdateCriteria(CriteriaTypes.LootItem, item.itemid, item.count);
target.UpdateCriteria(CriteriaTypes.LootType, item.itemid, item.count, (ulong)loot.loot_type);