Core/Player: allow AutoStoreLoot to specify if the looted item should be shown as if created by the player.
Port From (https://github.com/TrinityCore/TrinityCore/commit/81a8366ce5659f3556a0b910a0437256d95b62f9)
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@@ -5774,8 +5774,8 @@ namespace Game.Entities
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pItem.SetState(ItemUpdateState.Changed, this);
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}
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}
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public void AutoStoreLoot(uint loot_id, LootStore store, ItemContext context = 0, bool broadcast = false) { AutoStoreLoot(ItemConst.NullBag, ItemConst.NullSlot, loot_id, store, context, broadcast); }
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void AutoStoreLoot(byte bag, byte slot, uint loot_id, LootStore store, ItemContext context = 0, bool broadcast = false)
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public void AutoStoreLoot(uint loot_id, LootStore store, ItemContext context = 0, bool broadcast = false, bool createdByPlayer = false) { AutoStoreLoot(ItemConst.NullBag, ItemConst.NullSlot, loot_id, store, context, broadcast); }
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void AutoStoreLoot(byte bag, byte slot, uint loot_id, LootStore store, ItemContext context = 0, bool broadcast = false, bool createdByPlayer = false)
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{
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Loot loot = new();
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loot.FillLoot(loot_id, store, this, true, false, LootModes.Default, context);
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@@ -5798,7 +5798,7 @@ namespace Game.Entities
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}
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Item pItem = StoreNewItem(dest, lootItem.itemid, true, lootItem.randomBonusListId, null, lootItem.context, lootItem.BonusListIDs);
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SendNewItem(pItem, lootItem.count, false, false, broadcast);
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SendNewItem(pItem, lootItem.count, false, createdByPlayer, broadcast);
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}
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}
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