Core/Loot: Refactored Player::SendLoot to accept Loot object directly
Port From (https://github.com/TrinityCore/TrinityCore/commit/cbf2064c62137d9f0c0397956592f3ab9700480c)
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@@ -1900,13 +1900,13 @@ namespace Game.Entities
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else
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{
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loot = GetFishLoot(player);
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player.SendLoot(GetGUID(), LootType.Fishing);
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player.SendLoot(loot);
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}
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}
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else// If fishing skill is too low, send junk loot.
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{
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loot = GetFishLootJunk(player);
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player.SendLoot(GetGUID(), LootType.FishingJunk);
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player.SendLoot(loot);
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}
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break;
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}
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@@ -2121,7 +2121,7 @@ namespace Game.Entities
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loot.FillLoot(GetGoInfo().GetLootId(), LootStorage.Gameobject, player, true);
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m_personalLoot[player.GetGUID()] = loot;
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player.SendLoot(GetGUID(), LootType.Fishinghole);
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player.SendLoot(loot);
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player.UpdateCriteria(CriteriaType.CatchFishInFishingHole, GetGoInfo().entry);
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return;
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}
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