Core/Loot: Refactored Player::SendLoot to accept Loot object directly
Port From (https://github.com/TrinityCore/TrinityCore/commit/cbf2064c62137d9f0c0397956592f3ab9700480c)
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@@ -234,7 +234,7 @@ namespace Game
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if (!corpses.Empty())
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SendPacket(new AELootTargets((uint)corpses.Count + 1));
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GetPlayer().SendLoot(packet.Unit, LootType.Corpse);
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GetPlayer().SendLoot(lootTarget.GetLootForPlayer(GetPlayer()));
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if (!corpses.Empty())
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{
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@@ -243,7 +243,7 @@ namespace Game
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foreach (Creature creature in corpses)
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{
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GetPlayer().SendLoot(creature.GetGUID(), LootType.Corpse, true);
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GetPlayer().SendLoot(creature.GetLootForPlayer(GetPlayer()), true);
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SendPacket(new AELootTargetsAck());
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}
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}
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@@ -212,7 +212,10 @@ namespace Game
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if (loot.gold > 0 || loot.unlootedCount > 0)
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Global.LootItemStorage.AddNewStoredLoot(item.GetGUID().GetCounter(), loot, player);
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}
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player.SendLoot(item.GetGUID(), LootType.Item);
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if (item.loot != null)
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player.SendLoot(item.loot);
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else
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player.SendLootError(ObjectGuid.Empty, item.GetGUID(), LootError.NoLoot);
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}
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}
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