Core/Loot: Refactored Player::SendLoot to accept Loot object directly

Port From (https://github.com/TrinityCore/TrinityCore/commit/cbf2064c62137d9f0c0397956592f3ab9700480c)
This commit is contained in:
hondacrx
2022-09-18 22:22:44 -04:00
parent 6c7991c28f
commit 40f06a3fb0
6 changed files with 33 additions and 75 deletions
@@ -1900,13 +1900,13 @@ namespace Game.Entities
else
{
loot = GetFishLoot(player);
player.SendLoot(GetGUID(), LootType.Fishing);
player.SendLoot(loot);
}
}
else// If fishing skill is too low, send junk loot.
{
loot = GetFishLootJunk(player);
player.SendLoot(GetGUID(), LootType.FishingJunk);
player.SendLoot(loot);
}
break;
}
@@ -2121,7 +2121,7 @@ namespace Game.Entities
loot.FillLoot(GetGoInfo().GetLootId(), LootStorage.Gameobject, player, true);
m_personalLoot[player.GetGUID()] = loot;
player.SendLoot(GetGUID(), LootType.Fishinghole);
player.SendLoot(loot);
player.UpdateCriteria(CriteriaType.CatchFishInFishingHole, GetGoInfo().entry);
return;
}