Core/Loot: Prevent looting bosses by players that have already completed that encounter
Port From (https://github.com/TrinityCore/TrinityCore/commit/9ce47e6809eecc891904e272b368596fdc55e6a4)
This commit is contained in:
@@ -3130,7 +3130,8 @@ namespace Game.Entities
|
||||
Loot loot = creature.GetLootForPlayer(this);
|
||||
if (loot == null || loot.IsLooted()) // nothing to loot or everything looted.
|
||||
return false;
|
||||
if (!loot.HasItemForAll() && !loot.HasItemFor(this)) // no loot in creature for this player
|
||||
|
||||
if (!loot.HasAllowedLooter(GetGUID()) || (!loot.HasItemForAll() && !loot.HasItemFor(this))) // no loot in creature for this player
|
||||
return false;
|
||||
|
||||
if (loot.loot_type == LootType.Skinning)
|
||||
|
||||
Reference in New Issue
Block a user