Core/Items: Item bonus generation improvements
* Pass ItemContext to item creation wherever possible * Support scaling item levels with m+ keystone levels (not used currently) * Fixed item link validation when client sends it as default uninitialized bonus list with context only * Support scaling items depending on current active season (seasons not implemented) * Implemented content tuning redirection Port From (https://github.com/TrinityCore/TrinityCore/commit/0fb8765a6638fd947b59fce44d5c31251d0cdadd)
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@@ -773,7 +773,7 @@ namespace Game.Entities
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{
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creature.m_personalLoot = LootManager.GenerateDungeonEncounterPersonalLoot(dungeonEncounter.Id, creature.GetLootId(),
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LootStorage.Creature, LootType.Corpse, creature, creature.GetCreatureDifficulty().GoldMin, creature.GetCreatureDifficulty().GoldMax,
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(ushort)creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext(), tappers);
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(ushort)creature.GetLootMode(), creature.GetMap().GetMapDifficulty(), tappers);
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}
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else if (!tappers.Empty())
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{
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@@ -784,7 +784,7 @@ namespace Game.Entities
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uint lootid = creature.GetLootId();
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if (lootid != 0)
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loot.FillLoot(lootid, LootStorage.Creature, looter, dungeonEncounter != null, false, creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext());
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loot.FillLoot(lootid, LootStorage.Creature, looter, dungeonEncounter != null, false, creature.GetLootMode(), ItemBonusMgr.GetContextForPlayer(creature.GetMap().GetMapDifficulty(), looter));
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if (creature.GetLootMode() > 0)
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loot.GenerateMoneyLoot(creature.GetCreatureDifficulty().GoldMin, creature.GetCreatureDifficulty().GoldMax);
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@@ -811,7 +811,7 @@ namespace Game.Entities
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uint lootid = creature.GetLootId();
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if (lootid != 0)
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loot.FillLoot(lootid, LootStorage.Creature, tapper, true, false, creature.GetLootMode(), creature.GetMap().GetDifficultyLootItemContext());
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loot.FillLoot(lootid, LootStorage.Creature, tapper, true, false, creature.GetLootMode(), ItemBonusMgr.GetContextForPlayer(creature.GetMap().GetMapDifficulty(), tapper));
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if (creature.GetLootMode() > 0)
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loot.GenerateMoneyLoot(creature.GetCreatureDifficulty().GoldMin, creature.GetCreatureDifficulty().GoldMax);
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