Core/Loot: Allocate Loot separately from objects

Port From (https://github.com/TrinityCore/TrinityCore/commit/7957e2d380e08fa831765f610c0e29d2f3e11a04)
This commit is contained in:
hondacrx
2022-09-02 14:14:04 -04:00
parent 0e4832809c
commit 7bba4bdd79
15 changed files with 160 additions and 126 deletions
+2 -2
View File
@@ -3085,8 +3085,8 @@ namespace Game.Entities
if (HasPendingBind())
return false;
Loot loot = creature.loot;
if (loot.IsLooted()) // nothing to loot or everything looted.
Loot loot = creature.GetLootForPlayer(this);
if (loot == null || loot.IsLooted()) // nothing to loot or everything looted.
return false;
if (!loot.HasItemForAll() && !loot.HasItemFor(this)) // no loot in creature for this player
return false;