Core/Loot: Allocate Loot separately from objects
Port From (https://github.com/TrinityCore/TrinityCore/commit/7957e2d380e08fa831765f610c0e29d2f3e11a04)
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@@ -20,6 +20,7 @@ using Framework.Dynamic;
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using Game.AI;
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using Game.BattleFields;
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using Game.DataStorage;
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using Game.Loots;
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using Game.Maps;
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using Game.Movement;
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using Game.Networking;
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@@ -28,7 +29,6 @@ using Game.Scenarios;
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using Game.Spells;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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namespace Game.Entities
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@@ -779,6 +779,8 @@ namespace Game.Entities
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return $"{base.GetDebugInfo()}\n{GetGUID()} Entry: {GetEntry()}\nName: { GetName()}";
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}
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public virtual Loot GetLootForPlayer(Player player) { return null; }
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public abstract void BuildValuesCreate(WorldPacket data, Player target);
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public abstract void BuildValuesUpdate(WorldPacket data, Player target);
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